Thanks everyone for very good suggestions, most of these have been or will be addressed.
Below are my comments to some of the suggestions:
zeeZ wrote:Another Idea: "Game manual" main (and pause!) menu option! Filled with character information and background, skill they can do (gradually unlocked perhaps?) and other useful hints ("Did you know you can stick boxes to spikes? You could stick a wooden box to the ceiling and swing across a gap!")
There will be a clear help/controls page available in the pause and in the main menu throughout the game, so if player's happen to miss our tooltips when they gain abilities they can check from the help page.
ledomira wrote:If you decide to use a hud in Trine 2, please give an option to disable it. It shouldn't be any harder than binding a button to the hide hud command that already exists in the game.
I'll see if we can include option for this. The only problem is that if player for some reason accidentally disables the HUD it will be a huge problem.
DarkJee wrote:Would be cool if at the end of a level, there would be statistics, like.. time spent on the level, number of kills from player 1/2/3, how many time player 1/2/3 died. Some statistics that could enhance "competition" though its a co-op game, it could be nice
Lelldorianx wrote:I think we all agree that some sort of time trial mode needs to be added. It's simply not as fun posting our level times on the forums, would be way more competitive to have it built into the game

Time trials are a core platformer element, after all!
We have to look into ways of doing this without destroying immersion. One possibility could be to have statistics accessible from the pause menu, which would also allow us to give more detailed statistics.
ZachCraft wrote:Combined US-EU servers so that I can play with my buddy in Finland
Technically the multiplayer is p2p (no play servers, only matchmakin servers) so I'd suppose anyone can play with anyone. However, I'm not 100% sure how different platforms handle their matchmaking.
SirDrago wrote:My biggest suggestion is to have much more different types of enemies. I think thats the biggest thing i didnt like about Trine. Skeletons....... more skeletons..... AAAAHHHHH.
And that's also one of our biggest improvements: a lot more enemy variety

jamesdude24 wrote:A small problem I had with the first game was that the game didn't pause when in the inventory menu.
We'll fix this. Of course for online co-op it will still go unpaused, but at least in single-player and in local co-op it will pause for both upgrade and pause menu.
Emil12345558 wrote:1) Backtracking
Keep the "Backtracking is optional" policy.
Also, if you put collectibles (such as experience bottles), that are inaccessible without an as-of-yet ungained power (which I don't think you ever did in Trine1), please make it visible, thar they're off-limits.
All collectibles are possible to get in single player at first playthrough, so backtracking is indeed optional. However, there are some very hard or very well hidden collectibles which may be easier to get with backtracking or when playing co-op.
Emil12345558 wrote:2) Character mortality
Please find a replacement for the infinite lives/no enemy respawn system. It promoted repetition rather than skill.
F. ex: Have the player(s) restart the level if he/she/they die too many times before reaching a new checkpoint (don't let them save up lives, though).
For Trine 2 we will have a save system together with a "load from last checkpoint" and "restart level". So now if you die the game loads last checkpoint with enemies and everything rather than tossing you back to the last checkpoint with all enemies killed. Technically it's a free save system, but in the other hand we don't want players to save every other second, so we have to explore option to save freely where ever.
Emil12345558 wrote:3) Energy limits
No reason for abilities to consume energy/mana, unless there's a limit to lives as well.
I agree, and we have removed mana completely from Trine 2 to get rid of boring mechanics and/or showstoppers.
Emil12345558 wrote:4) Water
No underwater parts, unless you move as fast and see as well as on land.
I agree with water, it never should be the most annoying part of the game. For Trine 2 we will keep water scenes to minimu, and where is, we will keep swimming speed equal to other movement (or even better!

). However, I'd guess that our artists will require some sort of effect for the water, but maybe we can reduce unfair spikes in the water then ...

Emil12345558 wrote:5) Leveling-up
Don't reward searching for collectibles or killing enemies with even further power. (And if you need to, don't give the items vague effects). Or just counter-balance it: Increase level of enemies and add/strengthen obstacles with every level-up, and put an inescapable drawback on every item. If done correctly, that could improve replayability even further, by making the old levels grow with your character!
For Trine 2 we have replaced the item system with far more rewarding upgrade system. For enemies, they now come only from the main path and in a clear, well-planned fight scenes, so no-one should miss any experience by passing enemies.
Emil12345558 wrote:6) Foreground
Don't hide collectibles behind the foreground, and don't make large pieces of foreground for the enemies to hide behind.
Yeah, we have learned a lesson here and have paid great attention to keep the play area visible everywhere.
Emil12345558 wrote:7) Hammer
Don't remove the hammer! It's one of the best weapons I've ever used in a game! It is such a joy to crush skeletons with it!!
Also, please make the buttons react to being hit with the hammer - even though it probablywon't affect gameplay.
Hammer will be there, and in fact the Knight will get also ability to throw the hammer to further increase the fun!

Emil12345558 wrote:8) Collision
Somehow make the damage suffered for (characters and enemies alike) colliding with arrows, spikes, spiky balls, etc. relative to the impact between the danger and the victim (so that arrow spam becomes uneffective, and walking slowly into/pushing a spiky ball won't hurt you at all).
Good idea, I have to investigate this with our programmers! It's likely that we won't reduce damage enemies get from player attacks, but only damage player gets from soft-touching spikes. (we can and will still encourage other than arrow spam play style

)
Emil12345558 wrote:9) Premise
Combine platforming, physics puzzles and combat even further!
Our goal is to have everything bigger, better and way more fun in Trine 2, I suppose that's the same thing
