Hey, your idea has some solid potential, especially since you’re mixing exploration and PvE in a layered world like the Crystal Caverns. That kind of core loop: explore deeper, fight or avoid enemies, collect loot, progress—has worked well in other games like Steep Steps, Deepwoken, and Risk of Rain. People like that feeling of discovery and tension, and this kind of structure taps into that.
That said, this kind of game lives or dies by how tight the loop is. If the combat gets repetitive or the loot feels boring, players will drop off fast. Same if there’s not enough variety in what they do: just fighting mobs and going deeper isn’t enough unless you really nail progression pacing and keep things surprising.
From a player psychology standpoint, the idea could definitely build habits and keep people coming back. You’ve got the classic motivators: unlocking new areas, finding loot, maybe testing your luck or skill against tough enemies. That stuff feeds into curiosity, mastery, and variable rewards: which are what make players say “just one more try.” Just be careful: if dying or failing is too punishing, or if the early game is too hard, players will bounce before they really get invested.
Your mention of fast travel is good: it’s a nice quality-of-life feature once people have already explored the area. Just make sure it’s earned rather than instant, so it doesn’t kill the sense of adventure too early.
The PvE aspect has a lot of potential too, but only if the enemies behave differently and force players to think. Don’t just make them deal more damage or have more health: players will get bored if every fight feels the same. Give wolves pack tactics, make golems super slow but tanky, stuff like that. Little variations in behavior add a ton of depth without needing crazy AI systems.
Loot is another big opportunity, but also a big risk. Players love cool loot, but only if it feels meaningful. Just bumping up stats isn’t enough—you should think about giving items unique traits or abilities that encourage different playstyles. That keeps loot exciting long term.
Now, about monetization: gamepasses are totally fine, expected even, but make sure they don’t mess with game balance. If people can pay to skip meaningful progression, it’ll kill the challenge and turn off your core players. Things like cosmetics, inventory upgrades, or loot boost within limits are usually safer bets.
One thing you should think more about is what sets this apart from other similar games. Right now, it feels like a mashup of familiar elements. That’s not a bad starting point, but you’ll need some kind of “hook” to stand out—a unique mechanic, a weird twist on movement or combat, a really cool world interaction system, anything that makes someone stop and say “wait, what’s this?”
Lastly, these kinds of games are really sensitive to execution. PvE needs to be tight. Progression needs to feel earned. If you get those wrong, even a solid concept won’t hold attention. Try to prototype fast, get feedback early, and don’t be afraid to cut features that sound good on paper but don’t land in playtests.
All in all, there’s a decent foundation here. Just make sure you’re building on it with a clear vision of what makes your game different—and fun.
Good luck, and keep building!