Is this your first Daniel Mullins game? Because generally typos aren't mistakes.
ArcDragoon
Recent community posts
I don't think a Digimon's happiness should be reset all the way. Or have damage tied to happiness. Or maybe just not have that punishing of a detriment when Digivolving. Like I said, it feels bad when you've gone through the hard work to Digivolve a Digimon and it basically gets reset. Digimon progression should naturally feel like you're also progressing.
Preface: I am playing the most current Android APK.
A couple criticisms.
I'm not sure of why there are so many "bonuse conditions" or "detrimental conditions" when training your Digimon. By that, I mean I don't understand the purpose of making the game clunkier. There are too many icons and training conditions that one has to remember, if they want to choose the ones they want for specific Digimon. You don't need to dumb it down, but you do need to consolidate these bonuses. Some of them are really similar. And I'm sure there is a purpose to them. But just because there are more, doesn't make it more complex. It is tedious to try to remember what does what. Now, if you don't want to consolidate these training conditions and bonuses, you can instead leave up a legend on the sides of the screen when you tap it for the training bonus you want. At least this way, people don't have to remember what every icon does. If you've played Monster Rancher, even though your monster can have multiple different training bonuses, they're all very easy to remember what is what.
I'm not entirely sure if this is a bug or not. Let me first with that I don't know how you coded stat numbers. But, I am positive you have it on some weird scaling. I've had Champions who can fight on equal grounds with Ultimates; but as soon as they digivolve into an Ultimate, with higher stat numbers, they're now just dealing less than ten damage per attack to the same difficulty Ultimate they were previously dealing hundreds of damage as a Champion. This is so annoying. Again, I don't know if this is a bug, but it is so tedious to train a Digimon, and then even with higher stat numbers, they're now weaker. You have to have these stat numbers make sense and consistent.
Game is much more difficult, and I don't know why. The previous rendition at least allowed someone to get to Endless, and that's where the true difficulty should begin.
Also, some changes to items are weird in design choice. Take, Cleansing Flame, it used to just remove enemy thorns and recovery; but now it removes all status effects on the enemy, including the debuffs you put on them. With one item, you turn off your own poison, slow, weakness, etc... on the enemies. Why would you change this item this way? Like, I understand some balance changes that allowed players to abuse like the Hercule Pavise. But I don't understand what the purpose is to have an item that removes your own applied debuffs to the enemies. It is a relic, so you have to beat a boss for it. There is still an RNG to maybe get it. It wasn't such a crucial item that it was required on all builds. And that's just one of the instant new gripes I have with the new version besides difficulty.