u/Expensive-Care-5810

Some ideas to improve Multiplayer, Balance Weapon Stats, and fix Paid Character Skills monetization. What do you think?

Hi everyone! I've been a big fan of Soul Knight for a long time, and lately, I've been thinking about a few changes that could make the game much more balanced, fair, and enjoyable—especially for multiplayer and players on mid-low end devices.

I wanted to share these suggestions with the community to see what you guys think, and hopefully, someone from ChillyRoom might see it:

  • Multiplayer Buff Selection: It would be amazing to have a host option in multiplayer mode to choose whether buffs at the end of a level are shared (the same for everyone) or individual (different for each player).
  • Multiplayer Pets: There should be an option allowing every player in a multiplayer match to bring their own selected pet into the dungeon, instead of just the host's pet.
  • Weapon Trading: It would be incredibly useful to be able to trade weapons directly with teammates during multiplayer matches, as long as it is done in safe rooms (where there are no active enemies).
  • Multiplayer Game Balance (Difficulty & Gems): Since features like weapon trading, individual buffs, and extra pets will make cooperation smoother and more advantageous, I suggest balancing this by increasing the enemy difficulty or adding tougher modifiers in multiplayer. To compensate for this higher difficulty, the gem rewards at the end of the run should also be scaled up.
  • Detailed Weapon Descriptions: All weapons should include a brief text description explaining exactly what they do, alongside clearer stats, especially regarding elemental damage, which is currently a bit ambiguous.
  • In-Game Stats and Statue Interface: I suggest adding an in-game UI screen (accessible during a run) where players can see their character's full current stats and, most importantly, which Statue effect they currently have active. Right now, it is very easy to forget which statue you interacted with during a run.
  • Fair Skill Monetization for Paid Characters: I believe that if a character is already locked behind a paywall (such as the Necromancer), all of their skills should be unlockable using in-game gems. It feels unfair to pay real money for a character only to find that two of their three skills require additional real-money purchases.
  • Balanced Skill Unlock System: To keep the game profitable yet rewarding, I suggest a standard model for all characters' skills: the 1st skill should be free (initial), the 2nd skill should cost gems, and only the 3rd skill should require real money. This structure would make spending money on characters much more appealing and fair for the players.
  • Optimization for Developing Regions and Mid-Low End Devices: I highly suggest further optimizing the game so players in developing or less developed countries can play under better conditions. Even though our regions might not represent the largest market for Soul Knight on a global scale, we are a deeply loyal community that actively supports the game by purchasing skins, fish, characters, and skills. Improving performance and reducing lag on mid-range and budget devices would show great appreciation for this part of your player base.
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u/Expensive-Care-5810 — 23 hours ago