Soda dungeon guide 20171/13/2024 Development halted and the game's in ghost status soon to fade away. Then people started saying the game was deliberately hard not for a good challenge but in cheap/terrible ways just to squeeze money from players and they left in droves. The permadeath in that game was also really killer (and storage lockers to save gear were only via real money). Great idea but really poor community communication and a few other issues with difficulty spikes demanding a huge zerg of people to get past (or a few well-geared friends). ![]() That's how many games end up going ghost and disappearing. The F2P stigma is already there and all it takes is 'you need to buy money to get past X point' for many people to just HEAR the rumor about that and give up. If the difficulty spike early-game is too difficult then it may turn away a lot of potential players (and customers). You want people to want to play up to and past those first 2 hours. Again making the early game a bit easier to keep players playing longer and wanting to progress. Should consider limiting them to only lasting for that battle/round instead of X number of rounds later on have debuffs in later levels last the usual duration. Spike it up between 'zones' and that makes more sense to the player. I know RNG is RNG but early-game should be a bit more forgiving IMHO. ![]() Might want to consider gradually going from 1 to 2 to 3 to 4 enemies instead of suddely dumping 4 hard enemies onto the group. Early game difficulty spike in fire cave is brutal. Should offer potions/upgrades to Warp later for free. Autobattle should NOT use special abilities like the Fighter DropKick unless enemy is a boss enemy (marked with Skull). I've seen a few things I'd like fixed/patched if the dev can manage it: Already managed to get near end of fire dungeon by now. The game gives rewards at a fairly decent clip. ![]() The cash shop items are unobtrusive and clear-cut (no gems/points syndrome).
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