Recently, there has been much passionate discussion on our forum, debating the transition from the old to the new mechanism and the new resource consumption cycle. Regarding the Game's future development, community members have voiced their thoughts and opinions (with some ruthless roasting, of course). No offense will be taken; I respect and value their right to express themselves and the significance of their words. The discussion has also been driven by genuine care for Flash Party to continue and thrive, as the Game has been a part of our lives for two years and has given us joyful recollections and the chance to form connections and even love. It is truly an honor to have been able to be with you on this journey.
However, we have arrived at a critical juncture where we must transform Flash Party into something new and innovative. Let us examine the rationale and design goals behind the upgrade.
- The Sticker Mechanism was outdated, causing a resource cycle overflow that hindered the commercialization pattern.
Long-time players of Flash Party must have realized that our game has featured a development system since its inception. Levels range from 1 to 7, with players gaining a 5% increase in ATK and DEF stats per each level. The logic behind this system is to help players familiarize themselves with the Hero's control and play styles and introduce RPG collection and development elements to strengthen the bond between players and characters. We have distributed the level-up bonuses evenly between ATK and DEF to ensure fairness of the gaming experience. Also, the circulation of Coins and Energy, which are essential for development, provides incentives for players to pursue and secure a portion of the game's revenue. However, as we can see, it didn't work out in the end, as Flash Party went through a long EA phase and preserved all the EA data and early resources. We should have done better on the regulation, but the overall value system has collapsed with severe overflow. We realized that we needed to make a change to prevent our resources from becoming stagnant, which could lead to a "Game Over."
You have likely noticed how quickly new Heroes can be maxed out. With all our Heroes at their max level, even if we are to introduce a new Hero each month, more is needed to establish a working resource consumption cycle. A collapsed resource circulation system cannot sustain the high costs required to create Heroes on the development end. Therefore, we have designed the new Lv.7 to 10. Instead of mindlessly spamming Heroes, we can slow down the rate of Hero releases to every three months (TBD) to increase the gameplay depth of each Hero. The depth of the gameplay will be further developed in the future, so please don't worry about the additional resource requirements from the extra levels. We will offer various events to facilitate the acquisition of resources to assure your enjoyment of the game.
However, we must apologize for our conservative approach following the recent downturn. In the meantime, it's best to invest in your favorite or most skilled Heroes first in battle and practice. The resources provided regularly should be enough to sustain three Heroes for Pinnacle Relay. You can also purchase Value Packs to speed up the process (Your generosity helps us thrive). With all said, the promise we made to you two years ago remains true: we have been most focused on ensuring the balance after Heroes reach their Max Level.
One more thing. Speaking of resource overflow, our players might also inquire about the Stardusts. Yes, they are also redundant now, however, without the necessary personnel to manage them, Although I'm speculating that they could fit in with another system and create remarkable outcomes. (Still, I cannot guarantee this!)
Let’s talk about the new Sticker Mechanism. We had responded to Denarii about the design aims of the new Sticker System; the current Sticker System is outdated and lacks functional skills to choose from, and the Sticker as a Replacement Skill mechanism has been difficult to comprehend and utilize. Our existing Sticker Mechanism had not been designed optimally. In the long term, we plan to revamp the Sticker System while simultaneously making changes to the development and resource system. The new Sticker System has its strength and weakness. We aim to reduce the high learning curve and make the system more desirable, which I know still has a long way to go. If you believe that the Normal Sticker System has made Flash Party a Pay-to-Win game, please consider the buffs of fully-equipped Normal Stickers compared to the current situation where Level 1 players can beat Level 7 players. A complete set of Normal Stickers provides up to 10-20% stats buffs. Players can see it as an opportunity to customize a portion of their level-up bonus. The Normal Sticker fragments required can be collected while playing the game, or you can buy them with money (Though unlikely to become the typical case). We believe allowing players to customize their stats would provide a more varied and exciting gameplay experience. We are currently exploring different versions to realize this idea best. We sincerely apologize for the numerical problems that resulted in misunderstandings when Lab Mode was recently released. We never intended for stats to supersede play skills; it was an accidental oversight!
- I would like to take the chance and talk about our overall design concept of “Stardust Warriors” Heroes.
The battle system of Flash Party has undergone several drastic changes in line with our understanding of the game and design concept. From the original triple jump -> Proactively unleash a single Sticker -> Proactive Sticker Replace Skills - > Shield-Air Dodge-Throw system, we strive to impact the Platform Fighter genre with each iteration. Of course, we took a step back with the Shield-Air Dodge-Throw version to secure the core gameplay. It has been used since its introduction to supplement the early triple jump version. The latter was an incomplete loop that lacked the means of defense and hindered Move creation. Although the burden is heavy and the road is long, we haven't forgotten why we set out on this journey.
By adjusting our design philosophy, we have brought our Heroes' fighting styles closer to their category archetypes. To help you get to know them, we have divided them into 4 basic types: Heavy, Impeder, All-rounder, and Assaulter. Understanding the mechanics of these archetypes will help you gain a basic understanding of how to control your Hero. Each Hero’s capacity is defined by their primary type, unique Basic Moves, and derivatives of passive Moves, which will involve decision-making and control techniques during gameplay. We hope to preserve the excitement of these elements while allowing each Hero more freedom to develop and explore.
Considering the abovementioned concepts, you can comprehend the rationale behind the extensive Hero Moves and performance changes. In exchange for more hindering methods, Impeder Heroes have had their melee ability nerfed; Heavy Heroes have become heavier and slower but now deal more damage; Assaulter Heroes now have more canceling capabilities, allowing for smoother actions; All-rounder Heroes are the ideal choice for new players, as they possess an overall balanced performance and a powerful Neutral Special. We want to create a version of the game that allows users to get started with any Hero quickly, provides enough depth to develop and explore, and allows each Hero to perform according to their archetype.
We have identified a few Moves in the current Lab Mode that was overdone and have taken away some of the decision-making fun, and we are addressing them. We will continue to review and adjust our Moves after each update, and we highly value all the feedback that you have shared with us over the past two years. Your feedback is always welcome. Stardust Warriors will exceed the legacy version in terms of fun and potential for expansion after a few updates. Flash Party's core combat experience has always been designed with platform fighters as its foundation; We are always grateful for your trust, and we promise not to disappoint!
- I sincerely want to apologize once more before we depart.
I am deeply sorry that this change will result in losing some of your valuable battle skills, as many of our beloved Heroes may have to adapt to new fighting styles and Footsies. We are immensely grateful for your love for our legacy version of Flash Party. Given our changes with this update, it could be given a new title, such as FP II. However, since we cannot release the game as a sequel, we are considering keeping the legacy version (1st gen) in the Friendly Battle mode for you to enjoy. We are determined to bring Flash Party to a new level with everyone involved. When the new version is available, we will do our utmost to invite more people to join us. We hope you will remain with us for this journey. I appreciate your support!
Please follow our official announcements for more details! Thank you~ XOXO
This is a rough turn for me. I've been playing this since the iOS opening and enjoyed all that's been provided. And here I thought all you could've done is JUST add the stickers for the sake of variety but making the changes as such, you'll likely lose majority of the fans/player aka the legacy players and the thing is. . . You guys know it. (1/2)
2022-12-22
I was all for merging lab and I enjoyed it but it doesn't make sense removing parts of a game to add more, when concepts are already in there. I'm sorry I STILL don't understand the extra work you guys have yourself to do. As a legacy player, this saddens me
2022-12-22
I think the changes are needed to make the game even bigger, lets hope for the best !!
2022-12-28
Not nice on the lab matches I haven't win a match
2022-12-23