Like most of you I’m sure, I love this game.
But this grind. Damn, is it rough.
The game is centred around async play, yet you don’t get any exp until the game finishes, which can sometimes take days. That pads out the grind, but if you do lots of asyncs at once you’ll get all that sweet exp in one go right?
Not with an exp cap you won’t.
I’m not really sure why the cap exists other than to heavily incentivise spending money. And even then, the packs aren’t worth the money given the chances you’ll just get a duplicate on the scratch cards, and you have a deals section but there isn’t a single deal aside from the starter pack? Why is that? Deals are great! We all love a good deal.
If the community person sees this, I’m going to reiterate what some people have said already and a couple of my own stuff.
Please oh pretty please can you remove the exp cap so that we can actually be rewarded by playing your game consistently. Exp should also be given (doesn’t have to be much, maybe like 10-20xp) per turn in asyncs, because as it stands, arena is the much faster way to gain resources.
Coffee is also given at really low rates, even those weekly rewards which demand 40+ FINISHED games. There’s no way you can complete 40+ async games, no way. You can’t even buy a single coffee pack from that reward, maybe you can at the highest league but we shouldn’t really have to grind the entire game just to be able to get one coffee pack a week as a reward (that still also demands you continue to play constantly).
It’s really confusing how you have these games played rewards, but also the cap on exp, they clash pretty badly. You want us to play… But you don’t want us to play.
People have also spoken about removing the levels for phobies, and I can understand the idea behind it. Thankfully this game rewards clever play more than big stats, but if it comes down to two good players where one has higher level phobies, I bet the higher level one wins consistently. Rares and ultrares are already quite clearly better than most common and uncommons (clobster is clearly better than wooly bully, similar stats with a whole key less than bully, and clobster has an amazing movement skill) is there really a need for levels too?
Like others have said, purchases should lean more into unlocking new phobies, and cosmetics, not buffs. Maybe players can spend coffee on unlocking alternate versions of phobies if you want to keep sidegrades instead of clear upgrades, it could be cool. But ultimately spending money shouldn’t be the win button. Skins, effects, player icons, sidegrades, new phobies, stuff like this should be the focus for the store. I GUARANTEE, that people will be more willing to spend money, instead of give up on a game and spend nothing instead, since they cannot compete against top spenders.
This game has so much charm, the art direction is stellar, the voice acting for lippy is damn solid, the game is fun and rewards different styles of play and it clearly has mountainous amounts of potential. I really hope there’s a shift in direction away from gaining capital and encouraging players to just, play and have fun, yknow?
That’s what I have to say, I hope this game becomes a cult classic