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Major Update Done! Now What? - The Details of Our Monday Meeting!

Hey guys,

Hope you guys enjoyed the recent update! =) For us, we had an important meeting this Monday to decide which direction we should be heading from this point on. We sat down to discuss what we should be focusing on to make DICETINY a complete game.

"I say we bomb them all!..."

So the main topic was what are the essential features we should be working on over the next couple of months to make Dicetiny a complete game (sorry for repeating the same thing over lol) , and here are the features we looked into.

  • Content/World Map
  • Gameplay
  • PvP
  • Localization
  • Card History
  • Save System
  • Tutorial

We went over them one by one trying to decide which one is of the highest priority.

Content/World Map (more stages)

Although the game needs more stages, majority of us felt it was more important to make the current stages more fun than just keep adding same type of stages.

Gameplay

We all agreed that the current stages are somewhat dull maybe except Ballwood stage where the object is clear (get Shake Spear to kill the enemy hero.) There's no strategy involved for the other stages where the strategy is just replay it until you get lucky. We need something to spice things up and more strategy.

PvP

Some of us felt that PvP was the one thing that would generate the biggest excitement among fans and maybe essential for the success of the game. (I'm sure many of you guys want this too.) Of course, the risk with PvP is it takes time and money.

Localization

Being a card-focused game with tons of text descriptions, we felt that since the game's all in either English or Korean, we are leaving off people from other countries like Russia/Brazil/France etc. Maybe localizing the game into multiple languages will bring somewhat large number of players ultimately contributing to the game's success? If we do decide to do localization for multiple langues, how are we going to do this? We looked into the case of Plague Inc's case: http://translation.ndemiccreations.com/project/plague-inc-evolved

Card History (battle log)

This is something that many of you brought up. Enemy's actions are too fast to see. The game needs a certain kind of card log. We decided this falls into the Content/World Map category, and should be done for the game to be complete.

Save System

A save system that allows the player to try multiple characters at the same time is also something that we hear often from you guys. We decided this falls into the Content/World Map category, and should be done for the game to be complete.

Tutorial

Some of us felt that considering the nature of the game, tutorial was essential before the game releases fully. We considered adding maybe "3~4 initial stages" whose purpose would be to teach the players. We decided this falls into the Content/World Map category, and should be done for the game to be complete.

"That's a very good point. But you still haven't answered my question why you're using a blue pen"

So in the end, majority of us agreed that it is Gameplay/Variance that we should be focusing on while we also agreed at the same time that we must have Card History/Save System/Tutorial for the game to be complete, and they should be implemented before anything. What do you think guys? What do you think we should be focusing on? Do you have any good idea to improve the gameplay and overall experience? Leave your comment below and let us know!

I will leave you guys with a suggestion from one of our staff just to give you an example.
In order to improve the gameplay we need to...
- Give more variety to the win condition. (Collect/Hunt to win!, Race to the starting space to win!, 1v1, Beat the boss!, etc)
- Give more variety to the board. (A board with just fixed space, A board with random spaces)
- Have more minion ability (Ex.minions that deal damage first etc.)
- Tutorial, Indicate mission objective in the world map, battle log, etc...

That's it for today guys. See you guys next time!
Mike "The People's Community Manager"
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