I’m not going to take the time to collect this into something pretty. Sorry.
I’d like to start by thanking the developers for the time they’ve spent to create the game. It’s a lot of fun, and while my comments are mostly about negative feedback, and suggestions about negative game aspects it’s only to make the game a better experience for the developer’s player base. I do enjoy this game very much, and I know I’m not alone. I’m taking the time to provide this feedback to the developers because I think they’ve presented a fantastic freemium game.
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PVP matchmaking algorithm doesn’t weight matches based on either active character level, or current possible character level.
** This is an issue because when I have three heroes at level 50 (for example), it isn’t a fun play experience to be matched with people with three 80+ characters over and over again. It also isn’t a fun experience to be matched with three level 10 characters. There are further complications to this to be discussed in other points. As the game has been out longer and there are more high level characters it will become harder and harder for new players to start. -
The leveling mechanic sets up the pvp experience for failure due to the player’s ability to leave a couple of superior characters out for defense while leveling up lower ones. They’re effectively never at risk.
** Because of this people will experience fewer characters (only the same few focused high level characters), people will experience fewer character combinations (less incentive to try out lower characters to experiment with combinations because I know I have to deal with level 80+ combatants). If instead characters gained experience based on usage the problem would be fixed. I recognize that this isn’t going to change at this phase of the project but I had to point it out for your next venture. -
The audio in the game plays with headphones plugged in even with the device on silent. When music is played the in game music stops (thanks), but the SFX continue to play.
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In a battle you cannot click on enemy combatants to bring a new one to the foreground until after the full list of buffs has played through, however the sound effect for this change plays each time you click to rotate combatants.
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The UI has issues in several places.
- The “you have extra characters in this fight” notice covers UI buttons. This is fine for experienced players who are familiar with options, but the skip button is missed by new players completely. Due to the above mentioned issues with PVP this rapidly diminishes the play experience.
- Click “Train Powers” and you see all three of your powers and clicking on any of the power names gives you details for the powers. The upper right corner has a back button to return to this screen once viewing a power. View the Roster screen and you’re taken to something that looks VERY similar, but doesn’t have the same functionality of viewing powers and a new page button is in the lower right corner (so now we have navigation options at the top and bottom of the screen). Within the Roster screen if I continue to the right I get to the powers and can click on the powers to view them (as with the Train Powers screen), however the back button now takes me to the starting Roster screen again not to screen I was previously on. I recognize that there are page buttons to move left/right, however you’ve provided three identical looking screens (basically) which have different navigation tools for the player.
- In a battle when you click to highlight a hero to view their abilities and scroll between heroes the clickable area for the UI buttons is very small making it very easy to accidentally click outside of the small hotspots and close the screen.
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Different rarity cards don’t seem to be balanced well at low levels.
** At one point I had a level 30 2 star Astonishing X-Men Wolverine and a level 30 4 star X-Force Wolverine. The two had the exact same stats for health and gem damage. In this case there is no reason at all for me to make use of this very rare card other than to sell it, or hope I happen to get another exceedingly rare card of the same type (the leveled, less rare version is significantly stronger due to powers). I’m assuming that if they were both level 60 things may tip in favor of the rarer card, but you’ve created a casual game, and the majority of your players won’t be around for that much gameplay … and that’s a wishful assumption. -
Leveling a card is a mystery, and surprisingly unrewarding.
- I’ve gotten a new card that has only increased my possible level by one.
- I’ve got two classic Doctor Doom cards allowing me to level to a maximum of level 18 (it started at 15). I’ve got two model 40 Iron Man cards allowing me to level to a maximum of 25 (it started at 15).
- When I start with a two star card it is level 6, and a second card allows me to level this card to a max of 8, a third to a max of 13. This leaves a brand new player being thrown one star cards every time they turn around and easily making these rarer two star cards obsolete for a substantial portion of the early game. This is a poor player experience for a casual game where people often don’t stick around.
- When I got a 4 star level 30 X-Force Wolverine I was very happy. When I realized it was significantly worse than a level 30 Astonishing X-Men Wolverine I became bit disheartened. When I somehow gained a second X-Force Wolverine I was ecstatic until I realized that the new level cap for this card was level 34. My two star characters are level 60 at this point and this X-Force Wolverine is dead space. I’m imagining I’ll need a total of 4 or 5 for it to start becoming competitive with a totally free level 50 Model 35 Iron Man (or whatever).
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Selling starter 1 star cards for 50 coins is just mean.
** The game THROWS these cards at the player. Offering something so common for your cash equivalent (bucks in most games), is a great way to make a new player feel bad for a purchase they’ve made (once they realize the value of the card they’ve purchased). -
Many Environmental options do not scale well.
** It seems like there is no scaling involved in your environmental options. This is most notable with the city (when I have 500 health gaining 50 is awesome! When I have 5,000 health gaining 50 isn’t worth the two clicks to gain it once the gems have been earned), with the jungle (100 damage when my characters have 700 health is a tactical decision to gain 5 gems of each color and exciting! 100 damage to gain 5 gems of each color is a no brainer when I have 3,000 health), and with the latvia forest (three 3 damage gems are pitiful at the high end of the game). -
Inability to see how abilities level up prevent a player from planning out a character’s growth.
** I won’t get into the idea that it’s kinda silly that a character with two abilities can have a full 5 tiers of each of their two powers and a character with three abilities must make tactical decisions about how to build powers, however, how am I supposed to make an informed decision about which of the three abilities I want to raise to level 5 when I can’t see what each of the tiers do (just the next tier and current tier)? -
Not all of the powers’ growth is balanced.
** The fifth tier of a power should be the most powerful. With many of your powers this is true because most tier increases will grant incremental more damage, or reduced cost. This isn’t the case with all powers. For example Daken’s 4th tier of Healing & Heat the healing is increased from 3% of max health to 5% of max health … or nearly double the healing from tier 3, Daken’s 5th tier of Healing & Heat reduces the number of yellow tiles needed from 7 to 6. If the 4th tier nearly doubles the healing provided by the third tier why does the 5th tier only allow for some healing in a rare instance? Over the course of a whole fight this is a much smaller increase in healing. By itself this isn’t an issue because he’s a two power hero and you can eventually get a 5th tier. If this was a hero with 3 abilities and I had to pick and choose which powers gained 5 tiers I would be pretty upset with that option. This makes me wary of the rest of the power balance, and makes me curious to see a full breakdown of power growth. -
Expensive powers are too rarely usable due to cost and fight durations.
** Most fights end fairly quickly. I would love to see metrics on frequency of power usage, and gems attained and spent in fights (showing powers used). From what I have experienced the AI almost never uses expensive powers because of fight duration (plus the player can readily reduce enemy gems). From what I have experienced the player rarely gets a chance to use most powers with a cost greater than 10-15. I recognize that there is a lot of chance with the gems that appear, I recognize that there are buffs to increase up to four gem pools by 6, and the remainder by 3, I recognize that the player can use the environment to take damage and gain a crazy large number of gems, I recognize that for basically all gem colors there is at least one ability that will create more of those colors. The model 40 Iron Man’s Ballistic Salvo is a great example of an exceedingly expensive ability that I’m almost never able to use to any real effect. It does massive AOE damage but isn’t usable until so late in the game there is often only one target left. Not fun. I frequently find the same issue with Marvel Now Thor’s Call The Storm ability. I basically need to use Thunder Strike to generate the extra green tiles to make Call The Storm possible, but I need to use Mjolnir’s Might to generate the yellows for Thunder Strike. By the time I can use Call The Storm I’m doing massive AOE damage to the last standing target who is almost dead already. This is very unrewarding in both cases. -
Nothing in the game rewards the players for fighting a harder opponent.
** There is nothing in the game to reward a player for fighting a harder opponent or recognize that the player has challenged an opponent who offers no challenge to the player’s team.