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It's an interesting, albeit unoriginal, idea. The problem is with the execution. It is very clear that this game was developed by a team that has never dealt with mobile devices before.
Starting the game in a different format than it was previously started (such as going from portrait to landscape), the language settings are reset to Korean. Fog is also disabled in landscape and cannot be enabled.
The second boss in the first non-tutorial level is unreasonably difficult. One shot at full health and you are instantly dead. Given the limited amount of practice and excessive number of pay walls, it only takes a few failures before you lose a customer this early into the game.
The game does not support full screen. This leaves the Samsung users playing in a small inner area with no indication that this was intentional (such as a background texture to fill the remaining space). Unity has a horrid support team, so a lot of the modern hardware features require developers to add support themselves.
The game has a lot of promise, but still feels a little too focused on how many ads can be shown before chasing the player away. Perhaps there should be more focus on building up to a sale and less focus on forcing the player into one right after they log in. The timed ad gacha is a clever idea, but stacking it on top of an ad to continue, an ad to get skills, and ads in general is a bit much.
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