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I was also wondering as to what really makes this a sequel. Apart from the Art splash, and the additional player character (yeah co-op) the trailer really didn't make me go "Wow, such improvement! I'll get this the moment it's out".
Hopefully, we'll be proven wrong once they drop a demo or something but I'm gonna pass.
Oh, and full mod support. That's a lot of back-end updates to the engine that has potential to add WAY more content.
I'll vouch for: 2p Mode, Enemies, and "magic system" (whatever that is). But those all just scream DLC. The rest are subjective to the gameplay. There was nothing restricting those from being added to the first game.
Main issue with the gameplay was that it devolved into Damage+ and Attackspeed+ spam, regardless of items found, and the only viable Familiar in any run on +10 or higher was the Slyph because of the way scaling worked, (And also meaning Slyph was blatantly OP on anything before 10 too) which was clearly an oversight on how strong Slyph is. I didn't look too much into it, but if you say there's a new "magic system" I hope it remedies that into there being, *looks at paper*, 2 viable builds.
The negatives to this can also be just more terrible items muddying the pool of Damage+ and Attack Speed+ things and further putting emphasis on Slyph if she does reappear again, which would also further prove my point of asset reuse.
The only excuse for rewriting the entire game was to un-spaghettify the code and add mod support, which is a + and - in itself. It's the indirect points that make it a negative: On one hand we could have gotten and entirely new game AND mod support, right? It just comes off as wanting the players to make the content for them.
I'll say it again: There doesn't look like (from a surface level perspective) there's any reason to go back to the first game.