Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
Tags

HealCarpet

5
Posts
A member registered 10 days ago

Recent community posts

Nanimon: no one knows currently

Paildramon: recruit 16

Gogmamon: actually idk this one

Meramon: complete Fire Mastery I and Fire Mastery II challenge

Kudamon: after recruiting Paildramon, recruit another Digimon (forgot who) on the Jurassic Park map, they're the one who makes the bandages

(1 edit)

Water - ripples in Oasis

Mushroom - ripples in Sewer

Edit: I'm very sorry I misremembered. Mushroom is in the swamp, not sewer

My 50 cents: don't get too picky for your first Mega. Just get whoever, cap their lvl, then use them to absolutely powergrind for cards, bits, and pastilles. Use those to raise the second Mega you actually want

Only facts. I consider myself as a person with time to spend and I still didn't find this game that much fun. The only endorphin rush I get is while evolving and that's pretty much it. 

The battle boils down to spamming the ranged button before the other guy can get close. The drop rate, item spawn rate, and Wandering Merchant is the WORST kind of RNG. And the ReBorn mechanic is useless because Digimons reach Mega on 3/50 well before they can die and then you're encouraged to drop them to raise another new Digimon instead of squeezing every training before they drop dead. Why even include a ReBorn tamer skill at all if you want people to raise Digimons until only 3/50?

Hello. First of all, great game. I just have a few questions/feedbacks:

1. Is the card drop rate supposed to be that low? I was under the impression that the raising cycle in this game is fight wild digimons>fight card digimons>fight challenge battles to get the required racial EXP while grinding bits. But getting cards is just too hard. I average on 5 cards per 10 minutes (duration of one EXP booster item). Can you crank up the drop rate and make the process more comfortable? It might make the game faster, but RNG is NOT a good time sink design in games

2. Is the Digimon data drop supposed to be that high? I get like 5 datas for every card drop. I often grind cards but instead I got my storage absolutely filled with digimons, which I will likely never raise. Why not just swap the rate of these two? Or failing that, maybe give players the ability to turn unneeded digimons into EXP instead of just deleting them?

3. Following the previous point, I am only planning to raise a couple Digimons because I wanted to utilize the ReBorn mechanic. Instead of putting my level 100 Mega on the bench to raise another one, I want generations of Digimons who get stronger with each ReBorn. I liked this mechanic from the official Digimon World games. Filling the Digimon database by continuously raising generations of Digimons that inherited the previous gen's base stats, stat caps, and unique abilities that allows players to mix and match them is a far better time sink than grinding random cards to raise digimons you will inevitably put in a shelf.

4. Speaking of good time sinks amd randomness, please please please remove the Wandering Merchant mechanics. The only reason I haven't recruited Seadramon yet is because I have raised 3 different megas and have literally never seen a single Sangomon to buy lures from. Other merchants like Monmon and Tapirmon are also a considerable pain to buy from, and they have all the useful items.  Like I said, RNG is not a good timesink. I would rather waste time killing and hatching digimons over and over than waiting for random drops and merchants.