Suggestions

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.

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Game: mr_open (Change)
Type: game_mechanics (Change)

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By: steve on 23 Feb 2010
Rating: 5.00 in 2 votes
Status: rate
mr_open | game_mechanics | [Suggestion_6482]

Missions (34)

A mission is a list of cutscenes and maps.

The game engine plays the first cutscene, then the map, when you clear the map it plays the next cutscene (or two) followed by the next map (or two or three) you get the idea.

Sound good?
Last Comment by on 16 Oct 2010 14:36



By: on 17 Aug 2013
Rating: 5.00 in 2 votes
Status: rate
mr_open | game_mechanics | [Suggestion_7121]

Room Difficulty (3)

To add some control to which enemies show up where on a map, regardless of structures and summoners, a value could be set for each room's difficulty.

A difficulty of 1 would only allow for low level creatures and such to be created(after the initial ones from the map are loaded), while rooms with a higher difficulty could summon stronger enemies.

Example, Scarlet/Undead Summon:

Level - Summonable units

1 - swordsmen
2 - swordsmen, archers, head tossers
3 - swordsmen, archers, head ...[click title to read more]...
Last Comment by on 18 Aug 2013 02:08



By: on 20 Feb 2010
Rating: 5.00 in 1 votes
Status: rate | *In Roadmap*
mr_open | game_mechanics | [Suggestion_6436]

Multiple attacks (13)

So I`m trying to think about how a multi-attack ennemy might work, for now, one that has a melee attack and a ranged one.

So the thought is that it checks the distance of its target, then decides whether to use its melee or its ranged attack based on the distance. It might also be interesting to get it to check the threat level of its target, like if targeting a melee enemy, it will lean towards using a ranged attack, ie the minimum distance that it will try to use a ranged attack decreases. ...[click title to read more]...
Last Comment by on 10 Oct 2010 11:29



By: on 27 Jun 2009
Rating: 5.00 in 1 votes
Status: rate
mr_open | game_mechanics | [Suggestion_6358]

Sharing maps (10)

I'm thinking that in the downloads section, user maps should get their own space. This structure would avoid having to download everthing everytime there is a change to a map or a new map created.

Last Comment by on 31 Aug 2009 20:51



By: DeeJay434 on 2 Aug 2020
Rating: 0.00 in 0 votes
Status: rate
mr_open | game_mechanics | [Suggestion_7171]

Editing Merlin's Health (2)

Hi, all.

I've been tinkering with MR Open for a a few weeks, and have been having a bit of fun. My only problem my be due to a lack of programming experience, but I wanted to know if it were possible to edit a file or set of files to allow Merlin's health to be changed from standard to a much higher value. I want to make some insanely difficult maps with magic limits and give Merlin a sword allowing him to use blasts primarily as a way to stun enemies before closing in for the kill. The issu ...[click title to read more]...
Last Comment by steve on 29 May 2022 09:25



By: superspartan6 on 18 Nov 2015
Rating: 0.00 in 0 votes
Status: rate
mr_open | game_mechanics | [Suggestion_7163]

The search for the powers (0)

Go through level to level with Berlin searching for more powers. p.s. If you use this idea for a game please make Berlin get new powers with merlin to



By: Air_O2 on 5 Sep 2013
Rating: 0.00 in 0 votes
Status: rate
mr_open | game_mechanics | [Suggestion_7127]

A few Ideas (6)

Some ideas that crossed my mind as I made my map:


♦Keys & doors for more dynamic map designs

♦Destructible doodads to hide items in

♦Traps/more spider-like enemies

♦New 'ultimate' spell that has a recharge (By x time, x enemies killed or x screens cleared)

♦Enemies that are strong/weak against certain spells

♦Enemies that 'react' & change in some manner when they reach x% of health

♦Ability to add properties to enemies (More dmg, m ...[click title to read more]...
Last Comment by megaman4ever on 8 Sep 2013 08:10



By: on 17 Aug 2013
Rating: 0.00 in 0 votes
Status: rate
mr_open | game_mechanics | [Suggestion_7120]

Spawn points (3)

For autosummoning, there is some question of where to summon the units.

With spawn points, the map maker could set the location using a tile(or multiple)
Last Comment by steve on 17 Aug 2013 09:35



By: on 15 Aug 2013
Rating: 0.00 in 0 votes
Status: rate
mr_open | game_mechanics | [Suggestion_7106]

Summon Tiles (5)

When you enter a room containing this tile, all of your army of a certain type is summoned to your location, avoiding the limits of having one wizard at a time.
Last Comment by on 17 Aug 2013 09:47



By: on 19 May 2011
Rating: 0.00 in 0 votes
Status: rate
mr_open | game_mechanics | [Suggestion_7022]

Screen resolution issues. (6)

Problem: android phones come in all sorts of shapes and sizes. This means that the graphics will get stretched differently, depending on what phone is playing mr. Because of this stretching, mr will not stay looking all that sharp(aka, it will be a blurry mess)

Any thoughts on how to make sure our pixels stay sharp, or other android games which have pixelated graphics?
Last Comment by Hobbes on 29 May 2011 22:02



By: on 6 Dec 2010
Rating: 0.00 in 0 votes
Status: rate
mr_open | game_mechanics | [Suggestion_6918]

Size Based Attack (12)

Okay, so I'm thinking that when attacking, units could be given a certain amount of frames in which they will finish their attack, even when hit. Ie. say you're a black orc, and you are halfway through swinging your giant axe towards the ground, and you get hit by a little sword or arrow. That axe is going to keep falling!

This would work by calculating the area of the unit's standing collision rect to describe its size. With that value, it would calculate a number of frames(starting at the e ...[click title to read more]...
Last Comment by on 18 May 2012 00:42



By: steve on 17 Nov 2010
Rating: 0.00 in 0 votes
Status: rate
mr_open | game_mechanics | [Suggestion_6889]

Map Editor 37 released! (4)

Following a comment from Pheonix in [suggestion_6879] I have added a new feature to the map editor.

You can now scale the tile layers to fit on your screen.

To do this open the map in a text editor and find the bit that looks like this:

#layerDefinitions: [[#name: #backgroundPassive, #tileSet: #merlinOpenPassive,], [#name: #backgroundActive, #tileSet: #merlinOpenActive, ], [#name: #objects, #tileSet: #merlinOpenObjects,]]

This bit of text defines each of the three la ...[click title to read more]...
Last Comment by steve on 21 Nov 2010 12:07



By: on 11 Nov 2010
Rating: 0.00 in 0 votes
Status: rate | *In Roadmap*
mr_open | game_mechanics | [Suggestion_6886]

Changes for Difficulty Level (17)

I'm imagining difficulty levels defining a number from 0.5 to 2 (easy - 0.5, normal/medium - 1, and hard - 2)

Then, things that change based on the difficulty level will have their numbers divided by the difficulty.

In example, say the time that a wizard can be on screen before needing rest should change with the difficulty level:
if the game is on hard, the time will be halfed, on medium, remain unchanged, and easy, be doubled.

This could be applied to powerup/leveling benefits, the g ...[click title to read more]...
Last Comment by on 24 May 2012 01:05



By: on 26 Sep 2010
Rating: 0.00 in 0 votes
Status: rate | *In Roadmap*
mr_open | game_mechanics | [Suggestion_6794]

Auras Vx.y (2)

Auras could be done as mines, using different bullets(ie, healing, slowdown, etc) They would appear in the objects section of the map editor, and be targetable to different teams. Energy mines would slow the game down a lot faster though...
Last Comment by crazymerlinman321 on 23 Oct 2010 04:00



By: steve on 23 Sep 2010
Rating: 0.00 in 0 votes
Status: rate
mr_open | game_mechanics | [Suggestion_6783]

Put the data in the database (2)

Put the what in the where??? Are you crazy!!!???

Trust me, I'm a professional.

I want to put all the data from Merlin Open into the TMB database. With that done, it be useful to us in many ways.

Last Comment by steve on 23 Sep 2010 15:27



By: on 7 May 2010
Rating: 0.00 in 0 votes
Status: rate | *In Roadmap*
mr_open | game_mechanics | [Suggestion_6621]

Cast Editor (112)

A little task for Super_Merlin: write a text editor (using c+ or c# or something of the sort) which is text editor on one side, and has a tiled set of the other something like this 2 min mspaint sketch:

I'm fully wiling to add more description of how it might work and what purpose t might serve if anyone would like... and to add some extras functionality once that base is done.
Last Comment by on 27 Sep 2010 02:28



By: megaman4ever on 16 Apr 2010
Rating: 0.00 in 0 votes
Status: rate | *In Roadmap*
mr_open | game_mechanics | [Suggestion_6575]

Backgrounds selector bigger? (23)

Ok, it hit me now, why are the images of the backgrounds(active) so small in the selector, while enemies and passive background displays in full size? It's quite a difficult thing seeing one, and sort of difficult choosing one with a touch pad.
Last Comment by steve on 8 May 2010 11:53



By: on 25 Mar 2010
Rating: 0.00 in 0 votes
Status: rate
mr_open | game_mechanics | [Suggestion_6541]

Army Summon Setter (3)

in the menu screen, there should be an option to set the order of summons for army summon so you can say, get monks or dwarves out and about quickly.
Last Comment by on 9 Aug 2010 18:57



By: on 22 Mar 2010
Rating: 0.00 in 0 votes
Status: rate
mr_open | game_mechanics | [Suggestion_6538]

mr6, in the now-ish (2)

how difficult would it be to have mrOpen hosted on the site, and grab a random map from the collaboration bit each time you load the page?
Last Comment by on 22 Mar 2010 21:27



By: megaman4ever on 16 Mar 2010
Rating: 0.00 in 0 votes
Status: rate
mr_open | game_mechanics | [Suggestion_6527]

Disable loading (4)

When you click reload game when you die, it should go back to the main menu instead of trying to load a fail save.

Similarly, you should disable saving in the whole f2 menu, since it often will do something unexpected!

Also, making a file for each map also may not work since I atleast change the maps quite alot, giving again, unexpected results.

So my solution, or atleast a fast-to-make-temporary-solution-probably would be to prevent the game from loading save files alltogether.
Last Comment by steve on 18 Mar 2010 13:08