Nimble Quest is a cute little mobile game that is similar to the snake game in old Nokia phones, with a slight RPG twist. You start with your hero (head of the snake), and you walk around the map to collect other heroes to extend your conga line. Each hero has his/her own attack move that will shoot/slash at nearby monsters when in range. Monsters move about freely in the map, and they have their own attacks as well.
Can learn more about it here: iOS Android
At it's current iteration, the game is a little simple, and there's nothing much to do after you max out every single character in the game. Which isn't a hard thing to do. I find the gameplay and idea solid, and it's a pity to leave this game at its current state.
My suggestions to improve the game with more content :
1) Change the leveling/character system.
Right now, each hero has only 3 levels. Change it such that heroes can level almost infinitely, but only via kill exp. Let each hero have a character sheet where you can view the stats of the hero, like damage, hp and armor. Upon leveling, players can pump x points of stats into damage/hp/armor/ and maybe pump 1 skill point to improve the heroes' attack move. Throw in a skill tree while we're at it.
2) More interesting attack moves, improved by skill points.
The attack moves right now are not very varied amongst the heroes
Possible alternatives include:
- Chain lightning (more skill points more chained targets)
- Split shot (more skill points more targets)
- Piercing shot (more skill points more pierce)
- Homing shots (more skill points better homing)
- DoT attacks
- Thunderstorm attack (no projectile, more points more targets)
3) Auras
Heroes can have auras that buffs/debuffs nearby heroes/monsters, like more attack speed for party members adjacent to the hero, or slows the movement speed of monsters within x radius.
4) Passives
Heroes can have leader and member passives. Leader passives trigger when they are selected as the head of the snake, while member passives trigger only when they are party members. Maybe unlock them as the keystone skill in the skill tree.
5) Boss Fights
Nuff said
6) Items
Let each hero wear some item to improve their stats. Legendary items can introduce new attacks, or simply like a +1 to all skills.
7) More mechanics
Monster/Hero effects on kill, on death, on hit etc, like monster leaves a cloud of poison on death, heroes that passes through this cloud take damage.
8) More heroes.
Nuff said x2.
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But of course, these are just some ideas of mine. For hypothetical discussion's sake.
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