[Early Observations]
The overall concept is interesting, and I particularly like the large-pixel art style. With further development, I believe this game could be particularly enjoyable on smartphones, potentially reaching a wider audience on mobile platforms than on PC.
The game feels like an interesting combination of an .io game and an RTS (Real-Time Strategy), which gives it an identity worth exploring.
ll Gameplay & Character Progression ll
One aspect I disliked was the inability to select another character after choosing one. I would have liked the opportunity to try the other three available characters.
I would also give more importance to the character controlled directly by the player, rather than focusing so heavily on recruited NPCs.
The weapon upgrade system currently feels somewhat underwhelming, as I haven't noticed a significant difference after upgrading.
Combat could also benefit from clearer attack range indicators. I haven't fully understood the sword's effective range yet, and I believe an instant dodge or dash mechanic would make combat more dynamic and give players a way to avoid incoming attacks.
ll World & Exploration ll
I would expand the map and introduce some elevation and terrain variation.
The different biomes currently don't seem to offer enough distinction, since resources can be found almost everywhere. Each biome could have exclusive resources or environmental characteristics to make exploration more meaningful.
I would also introduce a day and night cycle to make the world feel more alive.
ll NPCs & Army Management ll
The enormous resource-carrying bots wandering around the map reduce the excitement of exploration and combat. Once one of these bots is defeated, the sense of progression and challenge seems to disappear.
I would explore the possibility of recruiting defeated enemies into the player's army, as well as introducing ways to improve and strengthen individual soldiers.
Some additional mechanics worth considering:
-Different army ranks based on the number of recruited soldiers.
-The ability to station a chosen number of soldiers at your base for defensive purposes.
-The ability to command soldiers during attacks against other players.
-Miners that automatically gather resources.
-Small resource-generating mines that can be constructed at a lower production rate.
I would also introduce more specialised troop roles:
-Archers and mages with ranged attacks.
-Area-of-effect damage units.
-Healers.
-Defensive units.
-Ofensive units.
Different troop classes could focus on dealing damage, protecting allies or healing the army.
I particularly missed having buildings such as a Mage Tower or Church to recruit specialised magical or healing units.
ll Base Building & Defence ll
The construction system could benefit from more defensive structures.
I would introduce defensive buildings and traps that help protect bases without making them excessively powerful. This would also prevent players from freely sweeping through entire areas without facing meaningful resistance.
Enemy attacks currently seem too frequent and overwhelming. They arrive in such large numbers and at such short intervals that there is barely enough time to leave the base and explore the map.
I would also introduce a more strategic resource economy. Increasing upgrade costs or reducing the amount of resources gathered could encourage players to make more meaningful decisions about when to recruit soldiers and when to invest in improvements.
ll Multiplayer & Map Awareness ll
I don't think players should be constantly revealed on the minimap. Keeping their locations hidden would add an element of uncertainty and make encounters more exciting.
If a player is going to be marked on the map, I would reserve this feature for the number one ranked player.
I would also introduce some kind of trap system to discourage players from moving through areas without considering the risks.
ll Bosses & Additional Content ll
World bosses would be an interesting addition. Defeating one could reward players with a temporary buff, creating additional objectives and encouraging exploration and cooperation.
Overall, I believe there is considerable potential in expanding the game's strategic elements, particularly through army management, specialised units, base defence and world exploration.
Final Thoughts
The concept is interesting, and I believe the combination of .io gameplay and RTS mechanics has considerable potential.
The large-pixel graphics are appealing, and the idea of building an army while exploring and competing against other players provides a solid foundation.
My main recommendation would be to develop the strategic aspects further, giving players more meaningful choices regarding character progression, army composition, resource management and base defence.