I think it's a good idea to create a whole new engine without the limitations of the current one.
Turning Toribash into a team game with the new 2v2 [...] options and making it run smoother than now are things that in my opinion definitely have the chance to appeal to a wider audience.
Despite that, I really really
really think we should bet a lot more on smoothing the learning curve, like Softy said.
Iirc, one of the main reasons given by higher staff to not throw more money into advertising was the lack of new player retention.
If the game follows the same general lines of this version I don't believe that retention will change.
More comprehensive and engaging tutorials, with progressively harder side-challenges, showcasing mods that are fun even if you don't understand much of the game mechanics yet, tips that show up in a non-intrusive way when you're queuing up for a match, etc.
In general, hold their hands as soon as they open the game for the first time, so that it doesn't seem as impossible to learn as the current game.
From my relatively confined gaming experience, Toribash has a learning curve kind of like Dota but with fewer addictive aspects.
So babysitting new players into showing them how the game can be fun, even when you have a short amount of time to play it, might be what is necessary to keep them coming back.
As a side note, the possibility to boot up the game and have a fun time in 15-20 minute bursts was what kept me into Toribash at the start.
Last edited by Oblivion; May 21, 2017 at 11:06 PM.