Moving to something even more Ajax based, like mafia wars would be a good idea.
I liked the users online incentives for players online across the top, but should be bundled with a call to action telling me how I help raise that number (though invites). I'd add an incentive based bar for more virality (Like, bookmark, extended permissions and we'll give you energy/coins/unique gear) and adds channels for you to communicate with users.
Some kind of a play rating (a simple number) that tells me how well I'm doing in relation to others is also a good idea, so long as it points out how I can raise it. People like getting graded.
I should be able to pay my way to end game, even if the amount of money required is obscene. If you're looking to make money, let me pay to cut out a whole segment of play to see what happens next.
Other than that, pretty cool. I enjoyed playing.
I'm not sure if it's the game mechanics or the UI that need improvement or maybe is it the lack of explaining the game storyline.
- the journal feature is fun, I wish more games had something like this. you might be able to introduce quests/statusrewards around information contained in the journal (like GoblinCrusher --- punishes at least three goblins/day)
- would prefer to choose a character name (and perhaps an avatar) than to use my own name and image
- too many refreshing pages, my favorite part of the game is the play button, because it's fast, and all of the action happens without pages refreshing
- hard to tell what was equipped / how to equip something, I kept clicking the image because I interpreted the actual button as a decorative bullet)
- 1 action every fifteen minutes is not enough, (I have to stop playing 30 seconds after I finish the tutorial??) This is probably where you are losing people. The speed decrease really threw me off.
- the battle news is an interesting feature, though with the current content I'd definitely want to set the default to skip the play by play and just give me the result
- could not understand the battle system, what do the numbers mean, and how does the max come into play?
- one of the top results on Google for LevynLight was for an autoplaying macro.
- initially thought the game name was pronounced Levy N Light when I saw it as one word
For an involved game with a storyline you might be looking at a more narrow, niche segment of the population. They key is getting them hooked and sharing with friends in their niche.
I can't see the game right now (blocked at work) but you might try posting about the game on some fan pages or community pages that are either related or strongly correlated to the audience you want to target with your game. In a non-spammy way of course ;)
The reason is to get users invested so they're motivated to click that button. You'd be amazed at how many people don't want to. It has a scary message that basically says the developers will get the rights to your first born child.
So a lot of people throw the avatar creator there before requiring authentication. It's a helpful trick, but doesn't change the fact that to play the app, you still have to install it.
In this particular game, I think the UI & communication with the user can be improved quite a bit. In Mafia Wars and almost all of the top-hit games, first-time players can easily find out how to do important things in the game, like fighting a given enemy. Here, when I click on the enemy, I see a button which says 'continue', which does not say much. It seems like sometimes 'continue' does nothing, sometimes it starts a fight.
Try looking closely at the new tutorial for Mafia Wars (or other top games), it hand-holds the user through all the key steps to understand the basic game mechanics. Also, all their wordings are chosen carefully and have clear meanings to any newbie.
Another key idea: give the new player the sense of victory and other positive reinforcements as often as possible. People play game to enjoy the experience: if you fail to defeat your opponent too many times at first, you wouldn't bother to come back. It might also be useful to clearly lead the user to how he can increase the chance of defeating him next time.
They feel too linear and forced. Farmville and co, while not really any less linear in terms of gameplay progression feel a lot more open-ended and the true 3d experience gives me a more engaging experience -- which is why I think they are popular.
Sure, I know Mafia Wars and similar games are in the same style of yours but I've never taken to them.
BTW you guys work in my Dad's hometown of Oakville, ON - right on!
The big green "SHARE" button is a bit too much in-your-face for my taste. I know you're depending on word-of-mouth, but it would still be visible enough (and less stupid) at 80-90% of its current size.
One thing that I'd love to see, though, is anything with the depth of text-based MUDs (i.e., where you have different puzzles or quests to discover). I do realize that you're aiming at more casual interactions, but maybe there would be a spot for games where you have basic, casual-styles encounters most of the time but can also launch on an hour+-long quest that will make you discover some more of the world. (And I realize, too, that having a big world means that you need more graphics and stuff - but that's something that you, and not I, would figure out. If you think at Farmville scale, the expenses for the graphics of MapleStory and the likes seem relatively minor).
Also you didn't make a big deal when I leveled up, and I have no idea why that is even valuable. Normally leveling up is the most awesome thing you can do!
The page reload is really bugging me though. Every combat I have to reload the whole page after every fight. That 1-2 seconds just really kills the flow for me. Edit: I just realized I can hit 'Play' instead of of 'Go to camp' after every fight. That helps some, but I still don't like the page loads on menu clicks.