Hi Devs,
Just a few more points of feedback to add.
1) Movement speed in the tutorial
This is hardly a major issue, but it does impact the user's first experience of the game quite a lot. The movement speed when you first open the game makes the game feel more sluggish and less responsive and therefore of a lower quality than it actually is. When I first downloaded and opened M&M some years back, it felt really slow and unresponsive compared to what I was playing at the time. Now that I'm playing it (I practically only play this), that's clearly not that case (barring the latest update) but it does feel like it still when you create a new character.
An idea - maybe a temporary flashback that could serve as a tutorial instead of level 1 would serve the game better. It could be something like a flashback of your character which you could actually play through and it would also at the same time serve as a showcase of higher powers and special effects which are attainable if the user keeps playing the game.
I've played some games in the past where the tutorial gave you a powerful version of what your character could become and in my opinion that showcase of what's achievable isn't a bad thing for a new player - it provides something to strive for.
All of that aside, what I'm trying to say I guess is that the slow pace of things in the beginning makes the game feel very sluggish for no good reason since it really generally isn't.
2) Marketing
Maybe marketing could use some more pointing out of the obvious positive differences which M&M has when compared to the other mobile RPGs out there. Like the fact that you can free roam in dungeons/worlds as opposed to many inferior RPGs which present levels as on-the-rails linear experiences. It's more of an "open world" with free movement/fight choices and a much more free loot and equipment system than most others. Honestly, the first time I read your "the next skeleton could drop a legendary!" tag line on the AppStore, I didn't believe it - I thought it was just very freely interpreted for marketing purposes. Maybe an explanation of the fact that this really is like that would be nice (some of the best drops I've ever seen were from random enemies and this is awesome and largely unheard of in mobile).
Equipment
The Adventurer's Set would benefit from a legendary version. It does feel inferior to other sets currently but it would make some builds more viable if its power was scaled into the legendary tier.
Updates and Beta
With all the recent update problems, maybe HockeyApp could be considered for a live preview of updates. It's a very end-user friendly and simple app to use and it would prevent some unexpected problems. I've seen it used to great effect in some other games previously; devs would release a new build to it and players would download it into Hockey and test it. At the end of the testing period, they'd fill out feedback forms to let the devs know what goes and what doesn't balance-wise. Then the devs would re-work the build and again release it and so on until it was ready for final player-base approved release.
At the very least, this would help problems like unoptimised memory, heavy lag, and so on. You could even use it to stress-test and for other things not normally readily possible.
That's more or less it... All the other stuff that could change has already been mentioned enough times across the forum so I won't repeat it.
Just a few more points of feedback to add.
1) Movement speed in the tutorial
This is hardly a major issue, but it does impact the user's first experience of the game quite a lot. The movement speed when you first open the game makes the game feel more sluggish and less responsive and therefore of a lower quality than it actually is. When I first downloaded and opened M&M some years back, it felt really slow and unresponsive compared to what I was playing at the time. Now that I'm playing it (I practically only play this), that's clearly not that case (barring the latest update) but it does feel like it still when you create a new character.
An idea - maybe a temporary flashback that could serve as a tutorial instead of level 1 would serve the game better. It could be something like a flashback of your character which you could actually play through and it would also at the same time serve as a showcase of higher powers and special effects which are attainable if the user keeps playing the game.
I've played some games in the past where the tutorial gave you a powerful version of what your character could become and in my opinion that showcase of what's achievable isn't a bad thing for a new player - it provides something to strive for.
All of that aside, what I'm trying to say I guess is that the slow pace of things in the beginning makes the game feel very sluggish for no good reason since it really generally isn't.
2) Marketing
Maybe marketing could use some more pointing out of the obvious positive differences which M&M has when compared to the other mobile RPGs out there. Like the fact that you can free roam in dungeons/worlds as opposed to many inferior RPGs which present levels as on-the-rails linear experiences. It's more of an "open world" with free movement/fight choices and a much more free loot and equipment system than most others. Honestly, the first time I read your "the next skeleton could drop a legendary!" tag line on the AppStore, I didn't believe it - I thought it was just very freely interpreted for marketing purposes. Maybe an explanation of the fact that this really is like that would be nice (some of the best drops I've ever seen were from random enemies and this is awesome and largely unheard of in mobile).
Equipment
The Adventurer's Set would benefit from a legendary version. It does feel inferior to other sets currently but it would make some builds more viable if its power was scaled into the legendary tier.
Updates and Beta
With all the recent update problems, maybe HockeyApp could be considered for a live preview of updates. It's a very end-user friendly and simple app to use and it would prevent some unexpected problems. I've seen it used to great effect in some other games previously; devs would release a new build to it and players would download it into Hockey and test it. At the end of the testing period, they'd fill out feedback forms to let the devs know what goes and what doesn't balance-wise. Then the devs would re-work the build and again release it and so on until it was ready for final player-base approved release.
At the very least, this would help problems like unoptimised memory, heavy lag, and so on. You could even use it to stress-test and for other things not normally readily possible.
That's more or less it... All the other stuff that could change has already been mentioned enough times across the forum so I won't repeat it.
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