I am very happy te learn that a remake of this game will be done. According to what I have seen so far, I am very happy with the adaptation. It seem like the kind of adaptation I would have done myself.
I made a post on BGG and I only intend to repeat a portion of what I said over there.
http://www.boardgamegeek.com/thread/543888/my-comments-about-the-game-so-far
What I am going to try to do in this post is to make a comprehensive list of suggestions for Dungeon quest that maybe could be released as an expansion if the game is almost ready to be released.
Key doors: In order to make sure the game is not easier to finish with more players since you can use other people's path to exit the dungeon, I thought of having key doors could solve the problem. The game would have door tiles with key number, when a player draw the tile, they get the key. Later on, only the player with the key can pass through this door preventing other players to use this path.
One time use powers and items : In order to slightly increase the strategy in the game and give the player some control over the game, It would be interesting to have a large amount of "one time use" elements to reproduce the "Should I use it now or save it for later" syndrome. I thought first of using items which are probably already part of the game. But my idea is that each character could have 5 special abilities which are all one time use. At the beginning of the game, they chose 2-3 out of 5.
Artifacts : These are simple permanent magical item. The twist that would add strategy is that you could only have one of these items. So when you acquire an new artifact, you need to choose which one you want to keep. Maybe you could start with 1 artifact and find other artifacts in the dungeon cards.
No RPS Combat : I doubt that the new game use the same combat system than the original game, but I strongly hope that combat will not be resolved using a rock paper scisor mechanic. I would like the stats of the character to have more influences in the combat.
Tile Punching And Plastification : This is more a pratical advice for designing the square tile punch tray. Make sure all the dungeon square tiles are side by side so that you could easily cut throught all the tiles using an exacto knife. It also makes it easier to plastify the tile first and then cut everything with an knife.
In overall, the game must give to the player the illusion that they have a chance to succeed. By giving weak or limited special powers and abilities, it helps create that illusion.
For example, you might get an amulet of fire protection that makes you imune to fire trap and when the dragon awakens, you roll 3 dice and take the 2 lowest dice for damage. If a player gets an artifact like this, he will say, wow, my chances of survival are much better. He will be more willing to risk passing through trap tiles, he will take more stuff in the dragon's lair, etc. But is he really in a better position? Mathematically, yes you have a bit more chances, but not that much. For example, If he does not draw any fire trap or if the dragon roll is 4-5-6 (9 dmg instead of 11 dmg) , the player is still going to get screwed.