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Latest Dev Blog Posts


  • I was planning to get to the task that has already been on the backburner for too long: Raid In Abyss refactor, websocket server multiplayer, UI and in-game visual update. However, DND performed better than expected in the Game Dev Knock Out competition (currently in the 4th round- finals), so it was prioritized over the refactor. Here are the devlogs for the games that I updated this month:

    Favour: That Time I Got Reincarnated as an Archmage

    https://staticleapstudios.itch.io/favour/devlog/1474162/post-patch-notes-11-patch-notes-post

    Nuke N’ Rally

    https://staticleapstudios.itch.io/nuke-n-rally/devlog/1474153/004-update-qol-network-hardening

    Perfect Arc

    https://staticleapstudios.itch.io/perfectarc/devlog/1474152/version-008-performance-overhaul-and-network-resilience

    DND: Death and Dismemberment

    https://staticleapstudios.itch.io/dnd-death-and-dismemberment/devlog/1474149/feedback-rollup-and-round-4-goals


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    Favour (That Time I got Reincarnated as an Archmage) Feedback Rollup

    Context

    Favour was built as a browser-based, asynchronous turn-based MMO for a game jam with 717 entries. The 23 ratings and 6 comments provided useful insight into how players experienced the game.

    The project aimed to combine:

    • Time-based turn accumulation
    • Persistent multiplayer domains
    • Hex-based exploration
    • Wave-based deterministic combat

    This scope significantly exceeded that of a typical jam project, with work on a backed server and database interface absorbing the majority of the time allotted.


    Results Summary

    Despite strong ambition, the game ranked in the lower half across most categories:

    • Innovation: Highest ranked at 2.522 (#247). Players recognized the concept but rarely experienced its depth
    • Audio: Second highest at 2.478 (#298).  Assuming this was dragged down by the other scores since it only got positive feedback.
    • Gameplay: 2.61 (#344). Learning curve prevented meaningful engagement
    • Overall: 2.348 (#365). Scores clustered around 2–3 stars
    • Theme Interpretation: 2.043 (#408). Core combat mechanics were often missed

    Ratings included 8% 5 stars, 5.8% 4 stars, 28.3% 3 stars, 28.3% 2 stars, and 29.7% 1 star.  This was a significant downward deviation compared to games submitted to previous jams.


    What Worked

    1. Core Concept
    Players consistently noted that an asynchronous turn-based MMO is a compelling and underexplored idea.

    2. Technical Achievement
    Account systems, persistence, multiplayer state, and deterministic combat all functioned reliably due to the backend server and database work.

    3. Depth for Engaged Players
    Players who invested time recognized the strategic depth, especially the wave-based combat and domain expansion mechanics.


    What Didn’t Work

    1. Onboarding Was Insufficient
    The most common feedback was simple:

    “I don’t understand how to play.”

    Many players:

    • Failed to reach combat
    • Missed the wave-based mechanics entirely
    • Required external tutorials

    This single issue explains most low scores.  The in-game tutorial was supplemented with a video walk-through after the initial feedback, but it didn’t make up the difference.


    2. UI Density Too Early
    Too many systems were visible before players understood their purpose, leading to cognitive overload.


    3. Theme Expression Was Delayed
    The jam theme (wave-based combat) was mechanically central but poorly surfaced early, causing low theme interpretation scores.


    Key Takeaway

    A complex MMO must first be a simple game.

    Innovation, depth, and persistence only matter if players can reach them quickly.


    Next Steps

    Future development will prioritize:

    1. In-world onboarding
      • No menus-first experience
      • Teach by action, not text
    2. Progressive system unlocks
      • Hide advanced mechanics until relevant
    3. Early combat exposure
      • Ensure all players experience wave-based battles within minutes
    4. Reduced initial friction
      • Temporary accounts
      • Optional usernames
      • No blocking setup steps

    Final Reflection

    Favour validated the concept but exposed the cost of presenting an experimental concept without onboarding. Strategic depth is meaningless if players never reach it.  I’ll take a look at some modern Turn based strategy games such as Civ 6 and AoW 4 to see how to successfully retain a player long enough for them to enjoy a complex game.

Read the rest here: