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Analytics and feedback

[p][/p][p][/p][p][/p][p]Hello everyone (●'◡'●)[/p][p]Hope you had a great weekend, but it's time to get back on the grind. This week, we’ve compiled some data from our analytics and the feedback that y'all so kindly shared with us. We've even included some of your personalised replies because they are too funny not to share with the world.[/p][p]
Overall statistics
The most impressive statistic is that 2700 people played our demo, and a whopping 45.7%! finished it. This is a really good sign that the game draws the players in and keeps them engaged. It was so shocking to us that we had to go back and double-check the analytics code to see if it was working as intended.
[/p][p]Out of the 2700 people, 115 of you filled out our feedback survey 92.2% had positive thoughts about the demo, 7.8% had mixed feelings, and 0% thought of it negatively 💘.[/p][p][/p][p]Combat was the aspect of the game y’all liked the most, but the results were very close to each other, with art style and story following close behind. Cards and items were amongst the least favorite options, but again, they also got their piece of the pie and had many fans.

What you didn’t like[/p][p]It seems that the map needs to be worked on, it takes too much time to move around and it's boring and too linear. The map being linear was our intended choice; it kept the demo short and simple. Don't worry about it too much though, there will be some girth added to the quests and story, with sidequests, choices with real outcomes and other fun stuff.

Healing was another big problem for you; it seems that the game didn’t provide enough healing options, and you tended to keep your healing bells rather than use them to avoid wasting them. This is a controversial topic, naturally all of us want to keep the health bars full at all times, have 50 stacks of shields, and avoid taking any damage whenever possible, but this leads to boring fights, which often focus on minimizing what you lose over ending the fight in a quick and flashy style. We kinda want to keep it that way, this is meant to be an unforgiving place where wounds, pain, and a constant fear of death are something you have on the back of your mind at all times.

Tell us your thoughts on this, we’re really curious what you consider the correct amount of healing.

Other statistics[/p]
  • [p]The least understandable mechanics were the enemy cooldown, and the mage's mana.[/p]
  • [p]Most people enjoyed the cooldown mechanics the most, with enjoying all of the mechanics and their synergies following closely after.[/p]
  • [p]The least likable mechanic was deckbuilding[/p]
  • [p]The most liked hero was the Exile, with Mage in second, and Warrior in last.[/p]
  • [p]35% of you thought the game should last more than 20hrs with, 32% thinking it should last 15-20 hrs.[/p]
  • [p]69% (nice) thought the game should cost between 10$ - 20$[/p]
  • [p]On a scale of 1-5, only 2% thought that the game was too hard, while 7% thought it was too easy; ratings of 2-4 are pretty well balanced with slight variation towards the game being hard.[/p]
[p][/p][p]Funny replies
The skelly guy from the ending doesn't have a good reputation.[/p][p]Q: What made you stop playing?[/p][p]A: The final boss (big uber skele dude with sword in back) killed me in one fell swoop!
A: I CANNOT STOP PLAYING !!![/p][p]A: THE FUCKING LAST BOSS !
[/p][p]Ah yes, the warrior enjoyers are being warrior enjoyers.
Q: Which aspect(s) of the game should we expand the most in the full release?
A: More rage (raaaaaaaaaaargh)
[/p][p]Such a mystery with this one, what did they mean? Is this some kind of secret code? We shall never find out…[/p][p]Q: What aspect(s) of the game did you enjoy the least?[/p][p]A: enigma
[/p][p]Thank you Jan, you shall be remembered. Q: Any additional comments or suggestions?[/p][p]A: Cheers and well done from your German neighbors, Jan
[/p][p]Some of you even tried to apply for an internship, a very very nice try, while we cannot accept your offers, we understand that layoffs suck. Good luck in your job hunting ventures o7.[/p][p][/p][p]Stuff we’re working on
We’re doing a lot of things, but this post is already too long, so we’ll just show you some art we’ve cooked up. We’ll touch on this more next week.
[/p][p]New cool arena (The doors are animated!)[/p][previewyoutube][/previewyoutube][p]
Visuals of one of our new dungeons.[/p][p]

Q&A

Someone asked - “Does your health increase when you level up in the full game? In the demo it didn't, made me feel quite weak still honestly. In most rpgs you gain more health on level up.”
[/p][p]Totally! You will be able to increase your HP by allocating skill points in nodes that increase particular statistics. Additionally, you will be able to bolster your defenses with armor and defensive cards.[/p][p][/p][p]Wrap up
Thank you, everyone, for sharing your feedback. It’s been a blast reading through your replies. Hope you have an amazing week and we’ll see you next Monday. [/p][p][/p][p]Cheers,
Fardust team[/p][p][/p][p]Q&A form:[/p][p]https://forms.gle/RjVhs3oSfyjRQtrH9[/p][p][/p][p]Catch us on our socials:[/p][p]TikTok (yes we have a TikTok now)[/p][p]Blue Sky[/p][p]Discord[/p][p]x.com[/p][p][/p][p][dynamiclink][/dynamiclink]
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