1. Magnet Gloves- These gloves can push, pull, and lift steel or metal blocks that are in the way or if you need to solve one of those puzzles (or another purpose). I'm thinking of making these gloves have an effect on some enemies, but I'm leaning more towards no on that.
As Dante said, these have been implemented in Zelda games, especially the Four Swords games. For some reason, I also think of Mega Man when magnets are mentioned (could it possibly have anything to do with MAGNET MAN?!?!?!?!?!111one). There are some awesome puzzles you can come up with for magnets... I say, go for it.
2. Hop, Skip, and Jump Feathers- These feathers go on the back of the achilles tendon part of your boot. The Hop Feather makes you jump 1 space an any direction, the Skip Feather changes that to two, then finally the Jump Feather making you jump up to three spaces. These will also increase the height of your jump. If it's possible with RPG Maker XP, I'll make it so you won't jump 1,2, or 3 every time. Maybe while your jumping you could press the opposite direction of which you're jumping so it won't make you turn around, but instead kind of alter your speed in midair. If this was too confusing, I'll checking here three times a day for the past week so I can address this even more specifically.
This is pretty cool, it reminds me of the Roc's Feather/Roc's Cape in Zelda, or the feather item from the older Super Mario games. However, DON'T make turning around in midair a component of gameplay. It's physically impossible. DO NOT EVOKE THE WRATH OF PHYSICS.
3. Shark's Necklace- This necklace will be necessary when you embark to the American/Canadian Border and find Niagara Falls (The game takes place in the early 1670's so they obviously won't know that it's Niagara Falls). You can be as deadly underwater as you are now after getting this!
Pretty neat; in the Zelda game, Oracle of Ages, there was an item called the Mermaid Suit that allowed you to swim underwater...
deep underwater. As in, a completely different map. It's sweet. There can be some unique puzzles that involve diving around to get from room to room. Or map to map. The "dive" skill in Pokemon Ruby/Sapphire is also similar to this.
4. Key Concept- Not only do you have to find "a key", you have to find THE RIGHT KEY. Or the Left key. Or the central key. Yes, only ONE key will fit ONE door. I'm worried about doing this though because Brainlord was the only game I know that did that. But it would increase the game's difficulty a bit, and I welcome anything that would make my planned game harder.
Dragon Warrior games, especially 2 and 3, utilzed named keys (such as "Wooden Key," "Jail Cell Key," "Metal Key," etc.) that could only open the specific doors that matched those types. The "difficult" aspect of this involved, say, a Metal Door in the very first town; obviously you can't open it at the beginning of the game. You would have to lock away that information (pun intended? maybe) for the later point in the game, when you would finally have that key, forcing you to backtrack to the first town and hopefully find some treasure. Yay. Another possibility is to color code the keys (Red Key, Gold Key, Blue Key, etc.) like in Jet Force Gemini. A Red key can open any chest, door, or whatev that is red.
5. Life Concept- I don't want my life to be just 9999 hp, I want it to be in a bar or pieces or something. My brain says to use pieces. But the concept of that is hard because I didn't want a billion life pieces all over the screen, I want like twenty, but I want a design for those HP pieces different from what than those games use (Legend of Zelda, etc.).
Yeah, bars are ineffective for adventure games. So are numerals. I would definitely want to go with "pieces" of health. The circular health "bar" of Super Mario 64, I think, was very effective. And it didn't take up a lot of space on the screen. You could go with several of those circular bars (which are composed of pieces, making them not-bars), or just have a big one in the corner, or whatev.
6. Game Concept- The game concept is more similar to a game than anything else. Remember the Illusion of Gaia? You know where you go around the world and discover ancient ruins or dynasties and see all the really cool stuff? In my game, the main character's father offers him to see the sights around the world.
Actually, no, I don't remember Illusion of Gaia. But, that sounds like a choice method of gameplay!
Good luck, and happy game-making.
By the way, your DEATH BEE avatar is awesome.