Just wanted to make a quick point about testing. We have been testing the balance changes for 4 weeks now, each time with a team review of ALL the feedback that was submitted to us post each round of testing. And the pyra changes have been in dev app before release. We'll of course try to do better with outreach, but we have limited means of reaching everyone during testing, so we are limited in that sense. Thanks, Howard
You have our emails, there is no excuse!
Here is a simple process to observe:
Why are we making this change? Does it work with our exisiting players and backers, and our future players and backers? What are the long-term effects on the evolution of the game due to this change; the player-base; economics -- most specifically can we sustain it; where can we go next and what if it fails miserably?
Because you left us guessing on motivations for the changes in the first place, and for sneaking most of that through with no information even to those of us on the dev app, this:
What you should realise is from the player perspective it looks like you are trying to appease new players who complain at you that they can't win, and therefore won't stay -- but you need them to stay so they buy things in the shop, right? You could, of course, do obvious things to help them stay while maintaining good relations with your existing community. The first obvious thing is to let them play their own levels before throwing them at the rest of the community -- no point me taking on that subject though.
And this:
You could absolutely monetise better than you do.
Personally, I like having to evolve with updates, but that's because, for the most part, you make good decisions, I am just failing to see it in this case.
Isla, a logical-thinker.