To keep from cluttering my issue and bug report post I decided to make this post for submitting my own suggestions. This is a list of ideas I have, within reason. I have no idea what is planned so some may be concepts already in progress. These are, in the end, simply suggestions and not expectations. This first set of ideas will revolve mainly around the player and some basic item ideas. I’ll make more comments on this post to offer different types of suggestions every so often, hopefully giving you some inspiration. I'll try to tackle some bigger issues you've posted about, such as stats, when I have something solid to offer.
- Dual wielding for weapons and grimoires if casting and weapons are given separate stats for their use. Equip slots would likely need to be added for ease of use.
- Two-handing weapons and grimoires. This would restrict you to a single equipped weapon/grimoire. The cost/drain of two-handed items would be reduced, and any stat bonuses they grant would be buffed, since you’re sacrificing the use of another item.
- Summoning Grimoires. These would summon a certain type of enemy to fight alongside you. The first summoned creature would be at the Grimoire’s listed summoning level, and any additional summons will be at an increasingly reduced level until reaching the limit of active summons, or a higher level summon dies/despawns.
- Allowing the player to punch by clicking while their hands are free, and pick up / hold onto stuff by holding the buttons, maybe even allowing for climbing. This would drain energy as expected, with a light weapon cost per punch, and over time drain while holding on. Arm strength would also buff unarmed damage and climbing/carry efficiency.
- A bit of a crazier suggestion, but the option to equip items in the player’s hand-feet. They wouldn’t be actively equipped, but by pressing an input, like “r”, the player would start walking on their main hands and bring out the items equipped to their feet. Items equipped in each slot hand wouldn’t be held while the other mode is active, but wouldn’t be moved into the inventory when changing modes, just kept in their slots. I hope I explained this well.
- The ability to gain some form of ranking with a “Wawsp Queen’s Head” by consuming creatures. The head would have a favored meal listed, and drinking that type of enemy would make the head like you more. Possibly granting the head the ability to partially heal you by drinking enemies. Other sorts of head items should also have some kind of abilities to differentiate them, considering they take up different amounts of inventory space.
- The Dream Eater’s mask dropping after you defeat the boss, like the Wawsp Queen.