(OVERALL FEEDBACK) Would players be more likely to play a game that gives them all the resources to battle, or only some of the resources?

I’ve recently been working on a game like Pokemon Showdown with my own models. However i haven’t decide many things that are crucial to make the game. For context, it would have 2 gamemodes, casual and ranked. I’d try to make 12 models at first and later on add more. First of all:

Do you think players are more likely to play the game if:

1. All creatures are completely free to play, just like in Pokemon Showdown, with the only in-game purchases being skins;

2. All creatures are free, but you need to level them up to get to their max potential

3. All creatures are free, at max level, but you need to buy some of their abilities.

4. Only one creature is free, and, in order to get all the other creatures and level them up, you’d have to either to gacha or buy them.

In order to achieve more players, do you think the progression system (ranked) should be:

1. Really fast, not taking much for a player to reach the highest rank

2. Fast, even if the player is not so skilled, they would get more points winning compared to losing points when defeated (ex: they win a battle, +80 points, they lose a battle, -40 points)

3. Balanced, the player would take some days or weeks to get to the highest rank, and the points gained by battle would be determined by the opponent’s rank

4. Slow, progression would be progressively slower at higher ranks, gaining less and losing more points.

If the game does not provide all creatures for free, how should players get money?

1. By playing matches and completing daily/weekly/monthly tasks

2. By completing tasks

3. After achieving certain ranks

Thank you for reading! I’d love to see your opinions!

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that is very good game idea!!

though players would probably play more if u start with one charscter and need to purchase more ones as it would have more grinding for players to do

also, you should maybe keep the progression a little slow and earn exp and points from matches, and losing makes u lose points

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Young players will like to get all maxed instantly, older players will prefer grind and obtaining everything themselves.

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should i give players half of the creatures then?
or like you start with one creature, and if you complete the tutorial you’ll receive another one? all battles would be player vs player so how could i increase the range of starter creatures without instantly giving them, to avoid players battling with the exact same creatures?

In this particular case you need to choose what audience you want to target. Want kids - give all, want more adult players - make progression. Although, giving like 2-3 starter characters will help a lot, at least because players can alter their playstyles from the start.

what do you think about players starting with 3 creatures, however all creatures are available on casual mode, but not on ranked?

thank you so much!
i think i might give 1 creature for free and then after they complete the tutorial they get another one and so things feel more special i could to a celebration event that lasts forever that gives players one more creature

i might also make all creatures available on casual mode and maybe a free-week on ranked that gives like 1-2 creatures for free for a week
any more ideas?