Below, I’ll share the questions I’ve prepared. This interview is an attempt not just to ask questions, but to better understand your reasoning and vision for SpellCrit. Some of the questions are based on my personal experience playing the game, as well as on opinions and discussions within the community.
The goal here isn’t to criticize for the sake of criticism, but rather to understand how the developer sees the project’s future, which ideas are already incorporated into the game, and which are still taking shape.
Some questions may sound straightforward—this is done intentionally to elicit the most honest and substantive answers possible.
I hope this interview will be useful for both players and the project itself.
(Detailed answers will take about an hour and a half to read)
Here it is:
1.
How did the idea for SpellCrit come about?
Is this an evolution of your previous games, or an attempt to create something fundamentally new?
2.
How much did you originally want to stray from the Zombix formula?
Because it feels like “the same core, but in a different package.”
3.
Are you focusing more on your games’ current audience, or are you trying to attract a new one?
---
4.
I conducted a survey among players—most play for character progression and power, as well as for clans and social interaction.
Was that your original vision for the game’s priorities? Are there plans for separate “hobbies” within the game? Cooking, fishing, personal homes/bases?
5.
Right now, the game offers freedom, but many players feel they lack a clear goal.
Is this a deliberate design choice (sandbox) or just a current stage of development?
6.
Many players lose motivation over time and leave.
What do you think the game is currently missing to keep people engaged for the long term?
<p class="has-...