We went through a round of CE testing a few years ago. Several players came to the project team to experience the game on-site, provided a lot of suggestions, and also exposed many shortcomings of the game, so our entire team is working hard!
There is no pigeon, but there are too many things to do, and the game style has also changed a lot, so... give it some time.
Is there any reference for the Cthulhu style?
The UI interface feels like it still needs polishing, and the sci-fi style is not quite there... (PS, as a side note, why is no one making the next Galaxy on Fire 2? That is the most fun mobile sci-fi game I have ever played. Isn’t it technically difficult?)
Don't mess with the set of heroes and cards. It's better to have a game where players compete with each other in terms of the number of battleships and their own attack and defense. Add some strategy. You don't need to have so many types of battleships, just distinguish between large, medium, small, and giant. That’s it. Players can match their own large and small battleships, and there is no need to create battle scenes. It’s best to refer to NetElement.com’s Interstellar Empire. I wonder if you have played it before.
It would be a lie to say that I wasn’t in a hurry, but I didn’t seem to be in too much of a hurry. . .
I would like to ask if there are any gameplay differences between Lightyear and Stargrazer?
You said there are big changes? Since we have to change it anyway, how about adding a multi-ending mission? Different choices bring different results. Preferably a good story. You know, a story with a good enough different ending will bring excellent publicity effect. A good story is difficult to copy.
Is there an alliance established by Chinese players in this game?
Come on, keep an eye on you! ! !
I feel like the UI is not good, it doesn’t have that hard-core mechanical feel, it’s a bit like the web game UI from a few years ago.
come on