so, the basic formula seems solid, engine looks nice etc.
but what Compet needs to become a full-fledged title are:
--) more diverse Pets.
right now pets feel way too similar. this can be mitigated by
-) types like fire/water ect. who have advantages and disadvantages against each other (there can also be different types of 1 pet, you just need to change the colour scheme fire cat, lightning dog and whatnot). I would say this has to be the main priority of updating the game. right now I could likely just level my pet to the max (using diamonds I guess) and be unbeatable.
-) more different attacks on lower levels (just think how many different attacks Pokemon has)
-) items! while it might be hard to implement stuff like wearable armour and weapons (then again they don't necessarily have to be shown graphically ON the monster), some amount of additional customisability urgently is needed, both to spruce up the gameplay and motivate the collector
next thing:
--) the pet limit should only pertain to ACTIVE pets. pet games always have to appeal to the collector who wants to "catch 'em all". right now this isn't possible at all in Compet. therefore, owned pets should be split into active and passive pets, with active pets useable like in the current status, and passive locked in a vault, exchangeable with active ones on a 1x1 base.
--) team battles!
right now all fighting is 1v1. but with improved customisation and battle abilites pet roles get more specific, and therefore synergies can be formed. I can easily imagine 3v3 battles where each pet plays its specific role as tank, dps etc.
at the very least using multiple pets one after another in a pvp fight has to be made possible.
--) auction house (not right at the start, but later people should be able to trade pets and items)
--) monthly recurring event that keeps players in the game
one concept I liked in an mmo was the idea of an "Item of the month", available first-hand only during that month (for either real money or a lot of in-game money). these would then often become very valuable on the second-hand market (in-game auction house). another idea would be a variant pet per month you can only get by reaching a specific threshhold (doing 50 raids and 20 arena battles, for example). I think player retention would benefit a lot from having such a simple but effective concept implemented right from the beginning.
you're not doing rocket science here. the genre has been done since the late 90s this game is mostly gonna be played by A) people who like cute pets and B) people who want to collect everything and don't mind if they have to grind a lot. the RME aspect will, especially in the beginning, be completely in the background. ergo, to make the game profitable you first need to hook the player. put some concepts like the ones above on top of that solid foundation, and all that is left is marketing (and that is not my field of expertise)
but what Compet needs to become a full-fledged title are:
--) more diverse Pets.
right now pets feel way too similar. this can be mitigated by
-) types like fire/water ect. who have advantages and disadvantages against each other (there can also be different types of 1 pet, you just need to change the colour scheme fire cat, lightning dog and whatnot). I would say this has to be the main priority of updating the game. right now I could likely just level my pet to the max (using diamonds I guess) and be unbeatable.
-) more different attacks on lower levels (just think how many different attacks Pokemon has)
-) items! while it might be hard to implement stuff like wearable armour and weapons (then again they don't necessarily have to be shown graphically ON the monster), some amount of additional customisability urgently is needed, both to spruce up the gameplay and motivate the collector
next thing:
--) the pet limit should only pertain to ACTIVE pets. pet games always have to appeal to the collector who wants to "catch 'em all". right now this isn't possible at all in Compet. therefore, owned pets should be split into active and passive pets, with active pets useable like in the current status, and passive locked in a vault, exchangeable with active ones on a 1x1 base.
--) team battles!
right now all fighting is 1v1. but with improved customisation and battle abilites pet roles get more specific, and therefore synergies can be formed. I can easily imagine 3v3 battles where each pet plays its specific role as tank, dps etc.
at the very least using multiple pets one after another in a pvp fight has to be made possible.
--) auction house (not right at the start, but later people should be able to trade pets and items)
--) monthly recurring event that keeps players in the game
one concept I liked in an mmo was the idea of an "Item of the month", available first-hand only during that month (for either real money or a lot of in-game money). these would then often become very valuable on the second-hand market (in-game auction house). another idea would be a variant pet per month you can only get by reaching a specific threshhold (doing 50 raids and 20 arena battles, for example). I think player retention would benefit a lot from having such a simple but effective concept implemented right from the beginning.
you're not doing rocket science here. the genre has been done since the late 90s this game is mostly gonna be played by A) people who like cute pets and B) people who want to collect everything and don't mind if they have to grind a lot. the RME aspect will, especially in the beginning, be completely in the background. ergo, to make the game profitable you first need to hook the player. put some concepts like the ones above on top of that solid foundation, and all that is left is marketing (and that is not my field of expertise)