Finally managed to get a stable enough wifi connection to comment on here. I was chomping at the bit to do so.
Anyway, my number one thing to improve CV2 and make it more fun is to add traditional bosses to every castle. And when I say traditional I mean that you have to defeat them to move on.
There are 2 projects I would suggest looking at for ideas to improve CV2:
Castlevania 2: Simon's Quest Multilingual Enhancement PatchThis one adds in a bunch of features that the original Japanese version of the game had or should have had including an intro cutscene, a digital version of the map from the original manual, the ability to drop down off of stairs, and more including a vastly superior translation of the original script that actually makes sense.
Speaking of which, Bisqwit made a script analysis too:
HERE.
The other project I suggest looking at is Dracula's Shadow, which can be found lurking near by:
Castlevania Dungeon Homebrew GamesThis one has some features that make it easier to play and interesting solutions for some of the original game's issues.
For example instead of castle bosses, you had to defeat a boss at each level up. Didn't make a whole lot of sense, but it was interesting.
Going back to my own suggestions:
--The stair climbing needs a bit of an overhaul, it looks kinda wierd when Simon falls off of them instead of stepping off. In the original games pressing up or down near the stairs would sort of 'suck' Simon into the first frame of the stairs animation. I suggest studying the animation in RoB or Dracula X frame by frame for reference.
--Add left and right controls to the stair climbing routine, makes it flow better into walking.
--Add another button for talking to people so that they don't get triggered while I'm moving about the stairs in town.
--Reposition the start locations of Simon and the NPCs in certain locations like walking into the merchant's house on the right of the first town so that they don't appear in mid air and fall when the room starts.
--Remove the exit option from the menu and just have the start button enter and exit the menu while leaving the cursor where you left it. Also use the original way of selecting your items by pressing left and right to switch which one is active. This reduces the amount of time the player has to spend in the menu.
--Also some of the graphics in the start menu look blurry and should be redrawn. (I can help with that if you like.)
--When you first buy the holy water and the white crystal have them be equipped by default.
--Outside every town there should be braziers that you can break.
--At night, the lamps in the towns should be breakable too.
--Mansions should have the traditional candles, candelabras, vases, pots, etc.
--Add some of the items introduced in SotN that explain some of the lore in the game like the Cube of Zoe and Fairy Scroll.
--I agree that enemies should have that stun effect from the regular game, but make sure that it is only regular enemies. Bosses should not get stun locked except maybe to a single specific sub-weapon they are weak to. And Dracula's Ghost should not get stun locked at all.
--Improve the sub-weapons for example the holy water has a pathetic range which is optimal for using it to find hidden pitfalls in the mansions, but since you're not using the up+attack style of activation use that for an alternate form of the attack. So, when I press up+sub-weapon have Simon throw it farther. Maybe even have the normal throw not produce the flame and still be free and the up+ version can cost a heart and produce the flame.
--Speaking of hearts, remove them as currency. With the addition of candles and other breakable objects you can have the traditional system of hearts being only for ammo and bring back the money bags and use them for currency instead of the hearts. Again this will give players more stuff to do. You can even add little hidden cashes of treasure like in CV1 in interesting places that otherwise originally served no purpose.
--Taking a page from the CV2 multilingual patch, have the 13 clues be available to read on the menu and have the whips displayed in a similar way to the sub-weapons so that the player can switch between different ones.
--It might be cool to also add whip attachments like in HoD so that the player can access some fun features like the whip spin move and the fireball ability.
--One idea I toyed with once was reworking the way his HP works. He would start the game with the original maximum amount of HP and as each day passes he would loose a chunk until he is down to his minimum starting hp. And to offset this you could have armor in the game that bolster his defenses as he get's weaker because of the curse.
--I also agree with the issues of graphics consistency in the backgrounds. I like the idea of maintaining the the RoB look throughout the game as much as possible. (Again I can volunteer to help with that.)
--Make the fog at night translucent and add a foreground fog too.
--I also noticed that the mud near the second town doesn't darken at night.