Anyway, does anyone have any ideas about how the game could be improved on a fundamental level?
I've said it before, but I really think it needs to have more 'structure' to it. Whether that be survival or RPG mechanisms (or anything else) I don't think it matters, but it needs to have a driving force to make the player want to keep coming back for more.
Make the player have to work to build stuff (collect ontons or something), or make them have to explore to survive. On from this, I'd also encourage you to have some sort of 'threat'. I like the idea of sort of 'demons of the warp' that try to stop you from building things to keep it formless.
Yeah, I've been working along those lines. Basically making the 'hub' more story-oriented and less fourth-wall-breaking, and having the plot advance as you collect ontons. The hub is still just a world, though, I'm not 'cheating' or adding anything into the hub that anyone else couldn't put into their own world if they wanted to. I actually have a lore outline that I'm keeping hidden for now, but the basic 'overgame' structure is like this:
New Player enters at the Nexus of Creation, jumps up and reaches the Hub and travels to the City of Acopolis.
City is mostly deserted, player explores a bit and discovers the Palace of Void, but is barred from entry.
Player continues on to the Sky Road, which branches out into player-made worlds. The first of these worlds are Bethalom, a rather philosophical dream-themed area, and Protea, a typical adventure game that has a bit of lore concerning the creation of worlds and how they are all linked together through the Void, etc. Player collects ontons by exploring these worlds.
Player ultimately returns to the Hub. Acopolis is more populated at this point (the population is based on how many ontons the player collected) and the concept of world-building is introduced and explained. World builders in general can accumulate more ontons quickly than they could by exploring (though exactly how much more may need to be adjusted).
Player builds worlds, and these worlds will be linked to the Sky Road (I will have to do this manually for the first few worlds, after this anyone already on the network can add gates to new worlds they enjoy. World builders will receive a bonus for linking to new worlds, which should help expand the network.)
After collecting enough ontons, the Palace of Void will open up. This will be an action-puzzle area that gradually drains your energy as you explore, your total starting energy is based on how many ontons you collected. The 'real' lore will be revealed as you explore the palace and ascend the Tower at the center. (I have a basic description of the secret lore written down, but I have to work out exactly how 'complicated' it should be.)
Reaching the top of the tower and confronting the 'ultimate secret' of the BWverse is the end of the 'official' game, but doing so will generally require the player to create a bunch of their own worlds, since accumulating that many ontons by pure exploration would take a ridiculous amount of time.
Not all of this is done, but some of it is. Nobody's going to be reaching the top of the Tower anytime soon at this rate anyway, haha.
Anyway, I was talking more about 'fundamental' changes, stuff that could be considered when rewriting the game's basic code.