
u/BladesBurden

Are there any idle RPGs / hero collector games with a mode like this?
I've been debating on a new gamemode for my Idle RPG.
Most I've seen tend to have lots of single-team features (ex. You select 5 heroes and send them into battle), and then later on bring in the "3 team matchup", which incentivizes player to build out 15 "decent" heroes to fit in 3 teams rather than focusing everything on the main team.
But I've never seen anyone do what I'm thinking, which would be to use the player's full hero list (in my case, this could be up to 41 heroes).
Technically speaking, I'd probably make this a simulated battle (no live action decisions made during it, just a large battle that plays out based off a pre-determined calculation based on character stats), so I think it'd be manageable.
But I'm not sure how people would enjoy this. It would incentivize players to put the bare minimum amount of effort into all characters, but I suppose this might frustrate some people since outside of this one gamemode, the core gameplay would still benefit from focusing on 1x or 3x teams.
Anyway, just had thoughts of an Endgame-Esqe boss battle with all my characters at once and thought it might be fun, and wondering if anyone knows of any games that have tried it and if so, if it was positively/negatively received.
Thanks!
Does anyone use this while gaming? (Play Games Sidekick)
Working on my pet peeve from playing other mobile games. Lack of detailed stat screens.
How do you keep your growing communities engaged during long development cycles?
Just something I've been thinking about lately. As I build out my game, people will often join my discord and we discuss the state of the game, do playtests, get feedback, etc.
I do all the normal stuff you'd expect from a discord for a game that's still in development (post daily screenshots/videos, link new builds, provide patch notes).
But eventually people who were pretty active before will stop commenting, playing new builds, or offering feedback. I can't really blame them as game development is slow, and seeing a new or revamped UI screen isn't exactly always a world-shattering update. Plus re-playing the same early-game stuff gets boring after a while, even with significant changes (speaking from experience!).
But it's also a bummer to see people who were highly invested in the game at one point, lose interest over the long development cycle.
So just wondering how ya'll manage your social communities to keep the interest high. Or do you just put it out of mind and hope that they'll come back during the official release?
Blade's Burden:Wild Hunt - Looking for playtesters for iOS and Android
bladesburden.comDo you enjoy it when games let you rank up VIP status via non-$?
The typical VIP rank-up process includes spending money and getting VIP points included with whatever you bought. And then the VIP rank unlocks additional rewards based on your vip level.
Although some games also offer non-paying ways to rank up VIP (i.e. spending free currencies to rank up VIP). This can be smart for F2P players because it lets them gain some of the same benefits as spenders through smart resource-saving.
However I've also always felt a bit of a "badge of honor" having my F2P tag next to my name while competing against paying players. It feels good to compete and win in those scenarios, knowing that you're the underdog. If that "VIP0" player spends currency and ranks up to "VIP5", then they lose that badge and the competition no longer considers them a f2p player.
Would love to hear others thoughts & preferences on this.
Just a light rant, not necessarily looking for advice but I'm always open to suggestions:
By guided tours, I mean those little tutorial things that every mobile game has the first 3-5 minutes of gameplay. They lock down the screen, drawing little circles w/ the rest of the screen dimmed, guiding the player to focus on and click where you want them to click so they can learn the systems of the game opposed to diving in blind.
Example from my game:
Seems pretty simple conceptually, but getting the screens locked, scrolling disabled/reenabled, timing correct (slow phones/devices don't always lock things quick enough), and everything else wired up is such a pain. It's pretty much the only feedback I've received from playtesters, and I've tested it myself so much more than any other feature of my app (which has a lot of features), and it's still my most troublesome spot despite only playing a single time at the start of the app. I've at least got it down to now only soft-locking the user (forced restart solves it if they get stuck) rather than hard-locking. But man, I'm impressed at some of these other games that handle their onboarding tutorials so smoothly.