![]() ![]() I know it is still early access so you have plenty of time to improve it.A fantasy setting is recreated in Firestone Idle RPG. I really want another form of progression so beating an entire stage actually gives meaningful reward instead of just to get the enemy out of the way. I like the idea of a world map that you can choose to explore which way first. The only use for it that doesn't make players feel bad is for the final stage boss.ĭecent idea. I can use the scroll to beat the stage 12 boss, but when it expires at stage 14 I would be 2x weaker and have to grind again. Using the damage scroll only gets you through a part of the wall. No choice of which units to bring too because of this.Īnd jesus christ stop making the health of first enemy scales when the only way you can kill it is from tapping. You get new units so slow that there is nothing strategic about placing units when there is clearly only one good way to place your units. when musketeer is the only one that can one shot and kill stuff during a wall. I assume clearing these two chest stages would do absolutely nothing to me because the valor and meat reward does nothing at all to push me further, and the scrolls are just helpful for a short while and doesn't really makes grinding faster. I have recruited the unit from the side path and ignored the two chest, because I am 90% sure that they will only give scrolls and meats where there is nothing to spend with. I am doing that level with 16 stage right now. ![]() Challenging the main path boss before doing the side path does not feel like a challenge at all when it only makes the stage stupidly grindy and boring. Doing a meat path first or unit path first does not matter at all because you must do both of them in order to be rewarded with units. But it is only an illusion of choice when you need the meat from another stage to hire the unit. The feeling that you can choose whatever fight you want to do in the branched path sounds really cool. The number of units you can hire is fixed by how you design the map and there is little choice in what units you want to focus on when there is only one unit from all the branched paths. The hiring sounds cool in theory but there is no choice at all. This game really need another form of progression to get stronger outside in the world map. We appreciate any feedback you can give.Thanks in advance Unit ascension: path of upgrading unit to an advanced grade. More layers to the map: caves, dungeons, etc. Unit improvement: collectable items and sets. More exploration, nonlinearity, hidden secrets, and maybe some puzzles. Idle activities: mine, hunt, resource gathering, expeditions. We want to set priorities during development based on feedback we get from players. ![]() We're super hyped about our first results, and we want to share it with you, and to hear your thoughts. We have a legit plan and huge scope of features to add and improve. The game is in the early stages of development, but we already have a few systems that we would want to get your feedback on. Main inspiration is from classic King's Bounty, Almost a Hero and Idle Champions. We want to fit it in mobile format, while keep it more complex and deeper. We're bunch of friends with a game dev background, working on Idle incremental game with an injection of classic RPG elements. ![]()
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