#Citadel Tides - A castle invading multiplayer game

1 messages · Page 1 of 1 (latest)

drowsy belfry
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I tried testing it out. The first time I tried to mint a castle it popped up with the price of the asset I clicked accept even though I didn't have the funds. Then I went to process the transaction and it threw an error which is expected but when I try to reinitiate the purchase it doesn't prompt me with the CUSDC price. So I can't retry to buy once I messed up once.

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If you need help addressing, post it in #1202024426967932959

jolly willow
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@drowsy belfry Thank you for that, you could approve more than your balance in the CUSD contract, it's been fixed now, you can try again if you want, curious to know what you think.

drowsy belfry
drowsy belfry
jolly willow
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Sorry I should of mentioned before, it's a custom USDC contract while the game is in beta, can you post your address in the CUSD faucet channel on the server, the bot will send you some

jolly willow
drowsy belfry
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Okay I found some time to test and here are my notes:

  • I think there needs to be a better intro to the game. I just went straight to the play button, then saw I needed to mint, minted and then found myself in the game unsure of what to do. So there needs to be a bit more of leading them into the story and all the things you can do in the game.
  • Great job at actually making it functional. I was able to mint everything I needed, I spent gold and it was successful so great implementation of custom erc20 transactions.
  • I am curious about the marketplace. Did you use our dashboard to implement the marketplace? It's something we've been focusing on more and I would love to hear your feedback. In our next release of the SDK we provide a sample scene for devs to use.
  • A note on the marketplace, the items don't go the full width of the menu. For some reason it takes up like 75% of the screen.
  • I think the items are priced too high. It's a bit unclear of how the game will play out and what are the trade offs between troops, upgrades etc. So spending $100 or even $25 on something I'm unsure about is a big risk for most people. Maybe have a bunch of free items people can obtain to get the experience of the gameplay.
  • For battles there should be some sort of way to judge whether I will be successful. I was defeated but I had no idea how to determine if it was a good battle for me to get into.
  • I realized at the ending that there was a menu where you can find all the details. As I'm reading it I see interesting mechanics but it can also feel ovewhelming for some players to read a manual to learn the game. So maybe break up into learning about each component as your experiencing it.
  • It's great that everything is onchain but the constant processing can end up in a poor user experience. Maybe consider batching actions or letting players allocate a budget for automatic processing.

Overall awesome job putting out a functioning game. I'm excited to see it grow!