Tower offense
As an Arknights player, I think this game perfects Arknights. But at the same time, this game also produces new shortcomings, especially in the gameplay. If Arknights is tower defense, this game is a tower offense, and in the end it becomes a stat fight that generally doesn't require a strategy like Arknights.
If your brain is tired of the Arknights stage which is getting more and more dizzy, you can run to this game.
Carnan2K2022-06-16
Thanks for checking out my game ^^ Early game progression has been tough to get right. We recently switched the Resource stages from 4 stages to 9 to help ease the difficulty curve, but the next thing (as you mention) is the average energy cost per resource gained (specifically EXP stages I, II, III). We're going to adjust them later this week (in V1.7) to help out more with early-game progression. We're also switching it so that auto-clearing stages adds account EXP (which restores energy) so that should also help out a bit. In 1.6.5 we also added "hard mode" to all of the resource stages, so if you're willing to manual-clear stages you get higher-drop rates. But at the moment the energy-reward ratio is pretty harsh for EXP. We're adding new mid/end game content in the next update too, and all those stages will be 0-cost. Thanks for taking the time to review & give feedback ^^
2024-04-30
Author likedGood to hear. The game has really a lot of potential but the "Hard mode" should be optional. Because not everyone is into that and even as you mentioned "some things could be harsh" even to hard mode fans if it is not balanced enough. And one more very important thing. To get lucky cards is already hard enough and it is in the end the currency to buy characters. Don't use this currency to uncap characters. This is like if Gacha games where using pulls/crystals to upgrade characters. This is really a massive bad decision. Best regards and keep up listening to players because this is the key that a game gets recognition and stays alive and well.
2024-05-04