I've bought the game about a week ago and I've had a lot of fun with so far ^^ I'm glad there's still a lot of releases and even this brainstorming board for feedback, as I feel like the game is constantly evolving and that's great
Well, we're here to talk about : The Significance of Death.
As what have been said before, we've got basically two main ways of making it significant :
-> Punishing the player for dying
-> Making it some kind of gameplay enhancement
I think there's more things to prospect on the enhancement side (personal opinion), so here's my idea(s) about it.
1. Ghost to scale.
I think the strength of the ghost should scale at the strength of his former alive self. Maybe not in term of its upgrade. More like its "fame" (I've seem this is the thread before) it could be as simple as the number of foes he killed. For example, if the hero killed less than 100 foes in his life, he should not even spawn as a ghost, for he is so weak. In the other hand, the more he killed in his life, the more he'll be dreadsome. Maybe even stronger than an overlord at some point, making for some epic battle he could not have fought otherwise.
There can be even more customisation : the ghost can use the same spells than before dying // The ghost has the same strength and weaknesses than before // The same enchants // The same *** (replace by wathever you want
Basically, you've got a noble hero, fallen in battle, that lies in an battlefield full of hostile foes. From a roleplay viewpoint, someone would like to bring back the corpse to the settlement and bury it. Hey, what about that Shrink spell that can takes elements from the landscape to put it in the settlement ? He could bring it back easily.
For more fun, the ghost could be invicible until exorcised in this way and even following the character that is transporting its corpse on his way back. Character that of course could not use any teleport while fleeing. Then at last, the spirit is relieved and leave to a better world/merge with the cristals/stay as a guardian/I dunno what else or is pissed of and gives a last fight (but is no more invicible.)
Alternatively, you can just make the ghost very strong but beatable and the exorcism just make it weaker or defeat it without a fight.
3. Ghost by night
Come on, everyone knows that ghost only comes out by night. That Gives people opportunities to avoid/exorcise it more easily
4. Ghost summoner
What if the overlord can summon ghost as easily as it summons lieutenants ? What if (if you combo with the exorcism idea) the ghost it has summoned is invicible 'cause his corpse is still in corrupted land ? Trouble.
I think that if you intend to make it more challenging, you should reward the player when he succeed in vanquishing the former glyphbearers. Nice enchants, rare ingredients, some achievements or even guardian ghost that helps at the overlord battle. I don't know what but something at least.
That's all ! (for now...) I know these ideas won't be implemented like that but I hope it'll help to think about the issue.