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  1. SPOILERS BEYOND THIS POINT *FINAL WARNING* After completing the ACT I and playing for 30 hours (and continuing to play) I've struck a few ideas for potential O.R.C Bugs Evolution. Now obviously I don't know what is already in the blueprints or the route that Obsidian would like to take the O.R.C bugs after the first ACT but I would like to see some sort of evolution in them and some sort of challenge put into them after finishing each ACT to keep the O.R.C bugs fresh and keep us on our toes with our strategies on tackling these bugs. Now we have a chunky list already and I am happy with it BUT if we are going to be fighting these same creatures through out every ACT and the entire playthrough I would love there to be a change to them to start of the list of examples lets take the Orb Weaver first. After ACT one I would imagine that the Mysterious Stranger (MS) would have to up their game with these creatures, so as a start she takes the Orb Weavers front legs (that they use for making a defensive web) and "O.R.Cify" them, now whenever an O.R.C Orb Weaver enters defence mode they summon a purple holographic web almost like a force field that redirects the players hits into energy, this energy being shown by the web shield getting brighter. This energy then charges the Orb Weaver's scream attack, when used it will empower them and any Weaver Jrs/Spiderlings around them with O.R.C energy for 2 seconds or something. Now this holographic web shield can still be broken but it has to be OVERCHARGED and start to get cracks on it to be broken and to cancel out the scream ability, I feel to help with breaking the web could stay up longer and or take more damage from certain weapon types/trinkets (sour for example). This change would make it so the Weaver's scream isn't just for a small fear factor, or the web for just pure blocking BUT now as a decision maker/potential game changer for the player, will you attack the web and overload it potentially empowering other spiders around you? Or will you not attack it and focus on everything else around it first. One last example to wrap this up is the lady bug. The lady bug's strong and BIG back could be used to O.R.C bug's advantage now the wings of the lady bug have been replaces with O.R.C custom wings and now when hit consumes energy to charge and empower the Lady Bug, now whenever the lady bug uses it's scream ability NOT ONLY will it heal itself, but it will also heal fellow O.R.C Enemies, the range and healing amount is affected by how charged it is up to a maximum. This could encourage the player to either leave the lady bug as last letting it be a menace and charging the player knocking them off course OR get the player to try and take it on but trying their best to avoid hitting the wings on the Lady Bug. I'm sure these changes aren't exactly the route that Obsidian would want to take the game, but I felt it appropriate to at least PUT the idea out there to potentially encourage SOMETHING that could bring changes to O.R.C creatures after finishing ACT 1. I have alot more ideas for these bugs in the bank and are more than willing to share if requested. Thank you for reading
  2. Add the feature to use bows on buggies to make them more useful for combat and to encourage people to stay on their buggy even during a fight
  3. A friend wanted a transmog function and the ability to hide certain armor pieces. I could also imagine some fun changes, like allowing you to go into battle with an aphid (which would be a club without transmog).
  4. Will we be able to keep a diary? A book where we, as Hoops, can write down everything and maybe leave funny anecdotes for our friends? Perhaps a book where we can write recipes or tricks, complete it like in "Minecraft", duplicate it, and give it to friends? We could first learn how to make something like paper (perhaps we could then use paper for firecrackers or for pictures) for notes and for books also blueberry leather. This could be a never-ending story: Friends could rate the books and notes (likes), different fonts could be unlocked, or photos could be added. They could be hidden in secret locations to give friends puzzles to solve, with a reward at the end—players could even create their own tasks for friends. Well, for that, the player would probably need keys and locks.
  5. I really love your animations and can't get enough of your ideas. How about having Hoops do stretches from time to time while she's standing still? Perhaps you could choose idle animations like these, or free play? (Maybe she'll find books or imitate things she sees others or insects doing, or she'll humorously imitate the way some insects walk.) She could stand there cool, or bored, a little cold (freezing shivering), or with slumped shoulders (perhaps if she's overloaded), or tense, doing push-ups, or combat exercises, yoga, etc. If you don't like it, you could stick with the standard ones. Once you've collected enough animations, you could put together a playlist of them or randomize them.
  6. You've always given "Grounded" and "Grounded 2" very nice, fluid, and natural-looking animations – thank you so much! Would a climbing hook be fun? Maybe later on, to keep the climbing puzzles ("how do I get up there?") interesting.
  7. Would a skill for a kind of concentrated gaze, which briefly displays all important objects in the environment, be conceivable? For example, lootable corpses would be highlighted. Perhaps combined with highlighting important insect sounds to help locate, for example, maggots and enemies even from far away.
  8. Will there be illnesses? Hoops catches a cold and can get rid of it by resting and eating some soup. Will there be something like fatigue if Hoops stays awake too long, and can she then rest on a chair if necessary to relieve some of the fatigue? Perhaps something like a hardcore survival mode?
  9. I love the grass plank houses and how natural everything looks. You're doing such good work and it's a lot of fun. The construction menu works exemplary well, and everything fits together. The variable component size also allows for creative building. How about wallpaper and facade painting? Something like moss wallpaper would certainly be fun. Different colors can certainly be found in crayons, watercolors, or similar materials and used for clothing and house painting. Maybe even for weapons?
  10. The battles were already very challenging in the first game – that keeps me awake. The animations look great again, and I'm happy to find many of the elements from the first game. I find the "Normal" mode quite challenging, but I would like it if the enemies who lose their health to Hoops' attacks regenerated much more slowly. It's exhausting when you die, but when you come back and the enemy has full health, I find it too difficult.
  11. I love planting in games like "Grounded" and "Grounded 2." Thank you for giving me the pleasure of planting! Will there be a composter where all sorts of items are turned into fertilizer? Is there a plan for different fertilizers (e.g., growth accelerators already exist, yield bonuses, crop mutation probability already exist, and breeding bonuses for more seeds)? Would moss be plantable? Could you make a filter for a bottle out of it to turn dirty water into drinkable water?
  12. Your animations are very well done, and the branch-to-branch jumping mechanics work excellently. I'd like to see more of that, maybe something unexpected, like stumbling or balancing? I'd love it if Hoops could climb a bit. For example, she could grab onto edges and hoist herself up when she's very close. Or shimmy over smaller obstacles using her hands. Perhaps as a skill to keep the jumping puzzles interesting?
  13. I love the new feature of having useful companions and am surprised at how well it works and looks. You do so nice work - I love it. Will we also be able to level up companions and select specific and random perks? It would be incredibly fun to train companions for specific tasks (e.g., for carrying, others for gathering, others for combat). Customized companions would also be fun, if an ant could look a little different (wait, I only have one, maybe they already look different), or you could dress them in a different color, etc.
  14. Morning stretching would be nice.
  15. Spiders? Don't bother me too much. Roaches? LITERALLY MY WORST NIGHTMARE! Please.... make them into anything else. A party popper. Something. Because *shudders* these guys freak me tf out makes my stomach hurt to just look at them
  16. Can we get more species of moths in the new grounded? New colors and weapons and maybe even boss fights? I think that would be pretty cool.
  17. Can the moth armour come in different colors and can the headgear have moth antennae ontop of it instead of a headwrap? Also can we get a repeating crossbow the old game only had the slow crossbows and when getting swarmed by a bunch of small bugs it was kind of annoying waiting to reload each time while dealing with them all.
  18. Suggestion for isopods?? There super cute, they clean soil could have so many use cases as a pet/helper bug and would be the perfect cute bug for this game. There are so many different types the devs could choose from, these specifically are dairycow, rubber ducky and dwarf white isopods but there are soooo many more amazing types. I would love to hear anyone's ideas on what these could be used for.
  19. Surprisingly few coop games allow more than 4 players to join. (1) Please consider increasing the maximum player limit, assuming there are no significant technical reasons that prevent it. It will make your game stand out, and you will gain 5 happy customers on the spot. ---- (1) https://store.steampowered.com/curator/11707935-More-Than-4-Local-Multiplayer/
  20. The entire idea of being shrunk down is always a fascinating concept, especially when a whole game is built around it. I feel like this idea often gets overlooked or underutilized. One thing that could elevate the atmosphere is the addition of large-scale events or visuals that remind the player just how small they really are. For example, I think there should be an event where something massive appears in the distance, not necessarily destructive, but just there to set the scale. A great reference for this is how Dune handled the sandworm: something so huge and grounded in the world that its mere presence creates awe and tension. Grounded did this brilliantly with the crow in the first game. I’d love to see this concept expanded even further, perhaps a person walking by, or a pet exploring the far side of the yard, just visible in the distance. Whether or not the player can interact with them doesn’t matter; the sense of scale is what matters. Another environmental take could be a storm rolling in far away, thunder rumbling and trees swaying. Or even better, something underground stirring like dirt subtly shifting, hearing distant tremors, feeling the tension of something immense moving just out of view. Not an enemy or boss, just something alive and massive, reminding you how small you really are.
  21. Hi! Needless to say, as most people here on this forum, I spent countless hours in Grounded 1. Recently I was trying to do something very particular but unfortunately couldn't. See, I am a father of a 3 y/o and also an amateur entomologist. I am trying to teach my daughter NOT to kill bugs for no reason. I was hoping to play Grounded with her (more like her watching me play hehe) while avoiding to kill any creatures in the game. Unfortunately, it is impossible to turn the aggressiveness off. In short, I was hoping to find a mode, an option where I can roam around the yard, take pictures of bugs without having to kill them (a la Pokemon Snap). I even tried to build my own backyard in "playground" hopping that I'd have control over the bugs aggro. But no... That is my wish for G2. Thank you!
  22. Hi Everyone! I am new to this game, and so far I love it! its both insane and cosy at the same time :-) What I would love to see in the game would be, big humans coming in the backyard sometimes. Like maybe the owner of the house or something? Lets say the owner of the house comes out in the backyard and we have to be carefull for not getting stepped on by big feets etc. This indeed would maybe make the game feel more "Alive" ?
  23. Hello, I think Grounded 2 would be a perfect time to add a Necromancer playstyle. Necromancer staff - themed after the fungal infection from the first Grounded. Allows you to raise dead bugs to fight for you. Necromancer mutations and armor sets could improve upon this playstyle by increase duration and/or number of summons. Making undead bugs explode when killed. Adding venom/poison damage to their attacks or when attacked. An undead "buggie" mount would also be a wonderful thematic addition with pros and cons to differentiate it from living buggies. Balancing necromancy - undead bugs either have a time limit till they fall apart and/or a limit to the number of summons. Raising a dead bug could prevent you from looting it since it needs to be whole to function and the parts are no longer usable due to decay after raising. Limit tier of raised bugs. The necromancer staff upgrades allow for higher tier bugs to be raised but starts out only allowing low tier bugs at first. Overall I think a necromancy themed playstyle would be a fun addition that plays well with the summoning playstyle that existed in the first game and the fungal infection provides a great in-universe theme for it all to follow. Can't wait to play Grounded 2!
  24. i hope this game is more like a fantasy open world rpg with a bit of realism too ... when it comes to sword fight , please dont use too much fantasy blurs in the sword, or lights that arent real, use it for magic weapons, ok! when you fire a bow, please dont put any lights or fantasy things to the image.... put something realistic... immersive. like skyrim! when the weapons are not enchanted yet!! we want to feel inside the game! the sound, the block system, physics and everything else! the first person thing is amazing! please pay attention to the way the player moves, the way it shakes, the sprint, crouch, throw yourself to the ground and attack... this freedom is welcome!
  25. Pretty simple trinket idea: a lucky clover that increases the chance of getting rare loot from bugs and resource nodes. It would be relatively rare drop from clovers. Some drops, like beetle horns and widow fangs/venom are so rare that collecting them for crafting or upgrades can require clearing the entire yard multiple times. And certain trinkets are so rare that I've still not encountered them with several hundred hours in the game. Just having a trinket that can be equipped when farming for a particular resource would be a good trade-off to help reduce the grind, without making things too common.
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