Here are the suggestions people have made for current or future games. If you have a suggestion you would like to appear in this database, you can submit it here.
Have fun!
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Last Comment by ♪ on 3 Jun 2015 05:49
mr4 | bug | [Suggestion_7162]
I saved the game, went off a did something else and reloaded it, but when I did so, I found I didn't have the gmg anymore.
Lose GMG on save game Ver 2 (1)
Last Comment by ♪ on 3 Jun 2015 05:48
merlin_c | map | [Suggestion_7160]
Nice game, but it keeps on crashing when I play it
mr4Demo Ver 2 (1)
Last Comment by steve on 26 May 2015 23:42
mr_open | map | [Suggestion_7067]
Here is my map that i just made (finished)
My map 2 (46)
download this:http://www.mediafire.com/download.php?76fpemy05ndfbsy
Dowload this:http://www.mediafire.com/download.php?02t60no4k5c2dko
(NOTE:it may be hard to some peaple you may need to use k or m)
and in case you missed my last map :http://www.mediafire.com/download.php?wggbdt4g4oqhzgw
Last Comment by megaman4ever on 7 May 2015 11:42
merlin_c | map | [Suggestion_7132]
Among doing my big map project, I have been working on other smaller maps as well.. Here I present to you the Merlin's Danmaku series, a pair of difficult linear maps that are as close to a shooter as a MR game can get. Danmaku - the bullet hell (pulse) (5)
The enemies in both maps are completely the same, but the difference in your spell makes a huge impact on the strategies available. It's important to master both of these in order to become a master of MR - the map is (barely) beatable with both of the weapons, although I found ...[click title to read more]...
Last Comment by steve on 18 Mar 2015 23:48
merlin_c | map | [Suggestion_7157]
Long time no see! Here's my "new" map, modeled tile-by-tile after the map from the original MR! However, a lot has been changed as well, to make use of MR Open's engine. It's not nearly as tough as the danmaku maps, but it should still give quite a challenge to the average player while having the fun MR1-ish feeling. The question lingers, though - will you be able to beat it?
MR1-esque (14)
Last Comment by steve on 22 Oct 2014 23:33
merlin_c | map | [Suggestion_7152]
This map is from merlin1234's map update pack.
The_prison_part_1 (4)
Last Comment by merlin1234 on 3 Oct 2014 13:52
mr_open | feedback | [Suggestion_7153]
I think it would be grand to have ratings on the Merlin Created maps. You could just fetch the rating for the individual suggestions on the map selection page and then prompt users to rate the map (i.e. the suggestion) on the game page.
Ratings on Created maps (23)
(Created also doesn't have a game category in the suggestion creation dropdown menu, or I just can't see it)
Last Comment by steve on 30 Aug 2014 06:19
mr4 | game_mechanics | [Suggestion_7154]
Is the max wizards always going to be one?
Max wizard's? (11)
(the ones you summon)
Last Comment by steve on 17 Aug 2014 00:08
merlin_c | map | [Suggestion_7144]
This map is from merlin1234's map update pack.
Amazing_adventure_normal (10)
Last Comment by ♪ on 16 Aug 2014 04:19
mr4 | general | [Suggestion_7155]
Seeing how allied units are slow to choose their targets, the target chooser for magical units could be made a little smarter while reducing the load (at the expense of memory). I don't know the current implementation, but what I had in mind was that since magical units generally have an unlimited range, they could have a sort of priority list of the currently alive enemies and target not the one closest but the one of highest priority.
Better targeting system (9)
Refreshing such a list would happen whenever their curre ...[click title to read more]...
Last Comment by ♪ on 16 Aug 2014 04:16
merlin_c | map | [Suggestion_7147]
This map is from merlin1234's map update pack. From the "challenge" section.
So_you_think_you_are_good_at_merlin (24)
Last Comment by steve on 24 Jul 2014 20:15
merlin_c | map | [Suggestion_7151]
This map is from merlin1234's map update pack.
The_Prison_part_2 (12)
Last Comment by merlin1234 on 19 Jul 2014 14:59
merlin_c | map | [Suggestion_7146]
This map is from merlin1234's map update pack. From the "tiny easy" section.
Bonus_map_2 (1)
Last Comment by megaman4ever on 17 Jul 2014 00:19
mr4 | general | [Suggestion_7156]
When dwarves are building the tower, they don't auto-unsummon like everyone else before they have finished it. Seeing how there's no point in actually building the tower in a screen with no enemies and how selecting the army summon spell to unsummon them is bothersome in a game where the army management is, thankfully, automatic nowadays... They totally should unsummon like everyone else, even if they are busy building their towers.
Dwarves unsummoning on screen clear (2)
Last Comment by steve on 16 Jul 2014 01:06
merlin_c | map | [Suggestion_7142]
This map is from merlin1234's map update pack.
Amazing_adventure_easy (9)
Last Comment by merlin1234 on 15 Jul 2014 15:07
mr_open | map | [Suggestion_7141]
These are all of my decent maps +2-4 that i
Map pack (12)
never posted so here ya go
http://www.mediafire.com/download/oo7aohpkgo5gxbp/Updated_merlin's_revenge_map_pack.zip
Some of them have intros wasted scenes and outro's /\ =(not drunk)
My version of merlin open is coming along ok
almost finished with all the changes to mobs and such
Last Comment by merlin1234 on 14 Jul 2014 19:17
designPatterns | game | [Suggestion_7139]
An evil character (name not decided) has been creating fake Design Patterns in an effort to confuse the good programmers of the world into coding shoddy software!!!
Design Patterns: The video game (11)
You, the intrepid hero, armed with nothing but your armour (and a massive blade on a chain) must destroy each design pattern and allow the coders of the world to get back to work.
Design Pattern 1 - The cascading womble
A series of platforms. You start at the bottom. A womble is at the top.
The wombles spawns ...[click title to read more]...
Last Comment by steve on 19 May 2014 21:16
designPatterns | map | [Suggestion_7140]
Here's my suggestion for a pattern:
Design Patterns (1)
Design Pattern 3 - The Annoying Algorithms
A vertical shoot-em-up, where the enemies are inefficient algorithms. They spew lethal, electrocuting clock cycles at you, which you must dodge at any cost. Taking a risk by throwing your sword at them (I would imagine the player to be immobile or at least slowed during this) will allow you to hit unnecessary overhead off their code. The lighter an algorithm becomes, the more effi ...[click title to read more]...
Last Comment by steve on 14 May 2014 20:04
mr4 | spells | [Suggestion_4851]
ok so i think there should be a supped up version of the punch its this little blue bottle you find like 7 screens from the start it turns your normal punch into the energy punch with a cool little flashin fist when you use it it deals x2 normal punch damage plz try to fit this into the game steveoh and plz rate and comment too.
energy punch (48)
Last Comment by megaman4ever on 11 May 2014 09:33
Rating: 0.00 in 0 votes
Status: rate
Invisable Mines? Ver 2 (1)