what kind of minigame do you expect in mobile game?

nio kasgami

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Hey guys!

I was interested to dev an mobile game recently and I was curious to ask to an general public when you play an mobile video game

what kind of gameplay you expect?

if we go with the principle where you collect character like those gacha games?

what makes you want to play a game like this? what kind of features, what kind of puzzle?

I was thinking that maybe asking you guys would help me because I struggle to dev features for the mobile game I want to dev.


if I explain it's a pretty casual game where you the MC inherit an inn or (refugee) for monstergirl/boy and well the building is a ruin and you decide to try to put it up again in businness for attract more customer.

thanks for any further answer!
 

JtheDuelist

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As for me, I tend to have more fun when playing games like Unison League and Fire Emblem Heroes- games with gacha-esque systems, but also have more strategic capabilities, such as in Unison League, every piece of gear has a special "Skill" that can activate, such as increased power of the attack you are using right then and there or reducing and reflecting damage taken from an enemy back at your attacker, and every skill has a percent chance to proc. You can boost the chance of said Skill to proc if you set it as a "Main" slot gear item, but the catch to the boost is that only one of your equipped equipment from each category (weapon, helm, and armor- monster gear just uses "Main" as a way to show off your favorite monster instead) and all the other gear you have equipped in the weapon, helm, and armor slots (you can have up to 8 pieces of equipment equipped in each slot type at a time) can still proc, but have less chance of doing so- an example would be "Magic Testament XL" (which boosts the damage of a magic based attack you are currently using) has a base proc rate of 25%, but while the skill is on a weapon that is in the "Main" slot, the rate is 40% instead.
 

nio kasgami

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As for me, I tend to have more fun when playing games like Unison League and Fire Emblem Heroes- games with gacha-esque systems, but also have more strategic capabilities, such as in Unison League, every piece of gear has a special "Skill" that can activate, such as increased power of the attack you are using right then and there or reducing and reflecting damage taken from an enemy back at your attacker, and every skill has a percent chance to proc. You can boost the chance of said Skill to proc if you set it as a "Main" slot gear item, but the catch to the boost is that only one of your equipped equipment from each category (weapon, helm, and armor- monster gear just uses "Main" as a way to show off your favorite monster instead) and all the other gear you have equipped in the weapon, helm, and armor slots (you can have up to 8 pieces of equipment equipped in each slot type at a time) can still proc, but have less chance of doing so- an example would be "Magic Testament XL" (which boosts the damage of a magic based attack you are currently using) has a base proc rate of 25%, but while the skill is on a weapon that is in the "Main" slot, the rate is 40% instead.
Hum I see!

I indeed intend to do a more rpg mobile game but for the current one I do is more casual like haha
 

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As this is not at the 'design' stage of a specific mechanic, I'm going to move it.

[mod]Moving to General Discussion[/mod]
 

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