I've been running the Practice fight a lot myself just to feel the pacing. Twenty exchanges, one ascent a day once you're on the real climb - it gets tense faster than I expected.
If you try it on https://t.co/YmOAslSXHY, tell me which counter feels off. I'd rather fix that than ship more fluff.
Something I care about on MultiversX: games you actually reopen on a random Tuesday. Elrond Tower is built around one daily fight for that reason.
If the site makes you bounce before the fight even starts, tell me which screen. That is the bug I want.
https://t.co/3OEXAkfhYy
I've been staring at the floor labels on the climb map. Floor number huge, or a tiny reward hint next to it.
Which one do you look for first when you open a MultiversX game screen? I'm rewriting that bit and I don't want to guess wrong.
I'm rewriting the line that explains one fight a day. Right now it reads either too strict or too soft.
If you've played MultiversX games with a daily cap, what wording made you go 'ok fair' instead of closing the tab?
Been thinking about the moment after you lose an exchange. Do you want a blunt line, or something quieter that just shows the HP drop?
I'm writing that bit for Elrond Tower and I keep making it too cute. Honest beats cute here, right?
There's a lantern on the home screen that still burns for Mex. I'm still not sure if that should stay quiet flavor, or if I should explain who Mex is in one short line.
Do lore hints work better when nobody explains them?
Quick design question while MultiversX wallets are still weird. For enemy wind-ups in a fight, do you want an obvious tell you can react to, or something subtler that you only catch after a few losses?
I keep making the tell too loud in my drafts. Curious what feels fair to you.
Stuck on hit feedback for the Practice fight while MultiversX wallets are still weird. Too soft and you miss the counter, too loud and it feels cheap.
Got a MultiversX game where the hit sound felt right? What was it?
https://t.co/3OEXAkfhYy
Been poking at the Practice screen while wallets are still weird. The climb list feels either too quiet or too busy depending on the hour.
If you build MultiversX game UIs - do you show empty floors as blank slots, or hide them until they unlock?
Spent yesterday staring at the climb screen timing. If it snaps too fast into the fight, you miss why the floor matters. If it crawls, people bounce.
Curious what MultiversX games got that pause right for you.
Anyone who is still there.
Anyone who still wants to see elrond-erd-2:native and $mex reclaim their former glory.
Anyone who wants to contribute to the network.
Join us in the daily climb!
https://t.co/rhwwRsGXyV