This game has a lot of potential amongst mobile games as it carves out an interesting niche that I don’t believe has ever been done excellently (I think I’ve tried all or most mobile games with this similar genre). It’s somewhat of a fantasy themed base builder meets randomized hero collector/trainer. You recruit units that can be further customized (equipment, classes, etc) and send them on quests to help fund your base/further the game. It’s a great concept, especially since you build your units from the ground up (rather than the typical gatcha which already has a premade list of units, often of which only a small subset are actually viable later in the game). You become more invested in the units you make. Having said that, the major downside to this game (probably owing to a very small team) is that it’s mostly text based, has a lot of poorly explained functions, and is almost entirely idle with basically no active gameplay components other than the time it takes to think of who to send on quests, equipping, etc.For the developer, what I believe are major issues that need to be addressed and if so, could create a game with a much bigger following:1.) The game is overwhelmingly too slow. There is nothing to do while waiting, which is 98% of the game: most of which is waiting for heroes to return from quests or waiting for them to heal/revive. This will lead to many people who download it to subsequently uninstall. There needs to be an active component of the game where the player can actually…play - I advise creating a second, active, gameplay form (that fits an rpg) such as dungeon exploration or controlled battling (turn based, real time, auto battle, etc). Could piggy back on exploring dungeons/etc which right now, after discovering, are just used for “training” which no one actually uses (this is because it is confusing, there is no clarity for rewards other than xp, and you also need all your units for doing quests to get gold anyways - maybe only useful as a very late game option if you have like 20 units but even after playing consistently for a few weeks, I still only have 4…which is the size of a single party). So, it would be better to use explored regions as an “active gameplay” form. -You could also allow exploration this way to either use “energy” that is gained by waiting (but amounts to at least 30 to a few hours of active playing) or steps as measured via phone step counter. Alternatively, it could require no special energy other than just your own time of playing the game.-the alternative to an active gameplay mode is to double down on the idle feature by investing more into the story/narrative component. That may be doable with AI-based narration/story creation. 2.) The game would greatly benefit from having an animated town. Right now everything is text based or one image of the location which makes the game feel dead. This will also turn off many players. Could be nice to see your heroes or visitors walking around town (would also be nice to be able to customize the design of it) like in evil hunter tycoon. 3.) Obtaining heroes of the right combination of stats feels too easy and therefore not satisfying. In most team building rpg games these days there is a gatcha system where you spend hard earned currency (or purchase) to roll. While there are obvious downsides to this system, it can make finding that “good” unit feel very good. Right now you can infinitely roll potential units for randomized stats which makes it too easy to find a good unit. Developer could make this process feel more rewarding by implementing a semi-gatcha element where potential heroes visit the town after x completed quest, time, gold, etc.-as a side note, it would be nice to have a letter grade (F to A or S) per stat or out of potential # total stats to make it easier to know what a good base stat is for newer players. 4.) needs additionally obtained class active/passive skills. Would make classes more interesting if units could “discover” unique skills (maybe randomly by playing the class, special trainings, or hidden triggers). For example, thief class could gain a passive skill that gives gold for fighting human enemies or a skill to crease dodge chance. Warrior could have a provoke skill that requires “stamina” or randomly is triggered.-could also be cool if you could obtain higher level classes that require a certain level in other classes (assassin requires max lvl thief; paladin requires healer + warrior)5.) needs more item diversity, especially early game. Would be nice to be able to find interesting and useful items in the game, especially early. I’ve been playing the game for weeks now and haven’t obtained a useful drop (though I’m aware they apparently exist). This is very doable.6.) not essential: would be cool if some of the potential recruited heroes could instead go to blacksmithing, resource upkeep, town customization, etc. Would synergize, well with a more rewarding summon system. 7.) Multiplayer. The major appeal of this game is finding good-stat heroes and training them to be awesome. Multiplayer (PvE or PvP) via guilds would be an excellent way to show them off and have a greater sense of community. 9.) Blacksmithing in the game is confusing and wasted. Right now there is the ability to obtain crystals that can be used to incrementally enhance your equipment. Certainly a staple of many RPGs. The problem: this currency is only* obtained via rare login rewards or purchase. This is a total waste of the system—the developer should allow these to be dropped from quests/exploring dungeons (eg farmed). Right now it just feels like a weak p2w system. Anyways: good job on the progress and games so far. I think you can make something very very successful on mobile with a few more features.
Thank you very much for your detailed feedback and for playing our game.This game is designed to be enjoyed mainly as an idle experience, so waiting time is an important part of it.However, as you recruit more adventurers, you will naturally have more to manage, and the waiting will feel much shorter over time.We hope you continue to enjoy the journey at your own pace.