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(+1)

As soon as I saw the phrase "GPS Deckbuilder", I knew I had to try this one out. The game left me a bit overwhelmed in the beginning, as while the tutorial for the gameplay was well done, the main hub with the tabs had little upfront explanation.

The main question I raise to you is this: who is your game for?

I, as a "hardcore" gamer (i.e. someone who plays games on Steam and never touches mobile games), enjoyed the unique take on card battling with the sword mechanic and can tell that there is deep strategy here, and I enjoyed the story cutscenes that seemingly cropped up out of nowhere and can tell you had fun with the character dialogue. But it seems the full game will have microtransactions/timers/ads, which a player like me would have no patience for.

A mobile gamer would be the opposite; tolerant of the typical mobile game monetization methods, but impatient with any battling beyond a certain level of complexity, and impatient with a deeply involved storyline and lore.

The game tries to appeal to two very different audiences, and doesn't end up fully satisfying either one.

Even the core theme is stuck between two conflicting sides: a high tech, abstract, modern theme (GPS) and a traditional, medieval fantasy theme. While I'm not sure what style would be best for the enemies, weapons, characters, etc., I do think something more sci-fi and/or abstract would give the game a stronger presentation/appeal.

Here are two possible directions to take your game:

1) It seems you have an eye for rich storytelling and engaging battle mechanics. If you're not married to the GPS theme, I would suggest you remove it and instead make this an open world deckbuilding RPG, keeping the deckbuilding, combat, and story, and remove the microtransactions and instead charge a premium price for the full release and put it on Steam (or other online storefronts for PC games)

2) If you want to keep the GPS theme and keep the monetization model, you should deeply consider whether or not a casual audience would enjoy the deckbuilding, combat, and involved story. I'm not saying they won't, but you should seek out mobile game fans specifically and have them try out your game. Unfortunately, most people on itch aren't super into mobile games, myself included, so if that's your target audience we won't be able to help very much.

Other notes:

-Some UX elements are confusing. It took me several minutes to figure out how to leave the reward page because I didn't see the button for picking up loot.

-When I tried to explore on the GPS map, the game stopped me and said "you can't stray too far from your spirit". Huh? If I was playing on an actual mobile device would I just have to stay in a designated area in order to play? What if I was out and about and I returned to my house, would the game no longer let me play?

-It seems I can't directly add cards into my deck, as they are tied to equipment. I understand this is to make the game easily accessible for casuals, but I was disappointed that I didn't have full control over what cards (and how many of each type) I could add to my deck.


Again, I actually enjoyed the game. But this isn't a game I would play a full release of because I don't enjoy mobile game monetization methods.

(+1)

Great feedback and yea - balancing audiences is something we're still working on improving. Our thinking is to have a paid "steam" version that just lets you walk around anywhere and play through the deckbuilding and story where if you play on mobile you can do the normal mobile microtransaction stuff.

You're 100% right tho - it's a TOUGH balance to strike and I don't think we've nailed it quite perfectly lol. 

Appreciate the feedback tho, since we're still trying to figure out the best way to share this one around and hopefully encourage everyone to live a bit healthier! 

But yeh - def need to do a bit more polishing on ui and thanks for calling out some of the things that were blockers. The "pick" button on rewards screen def struggles right now lol.