Latest Dev Blog Posts
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Favour (That Time I got Reincarnated as an Archmage) Feedback Rollup
Context
Favour was built as a browser-based, asynchronous turn-based MMO for a game jam with 717 entries. The 23 ratings and 6 comments provided useful insight into how players experienced the game.
The project aimed to combine:
- Time-based turn accumulation
- Persistent multiplayer domains
- Hex-based exploration
- Wave-based deterministic combat
This scope significantly exceeded that of a typical jam project, with work on a backed server and database interface absorbing the majority of the time allotted.
Results Summary
Despite strong ambition, the game ranked in the lower half across most categories:
- Innovation: Highest ranked at 2.522 (#247). Players recognized the concept but rarely experienced its depth
- Audio: Second highest at 2.478 (#298). Assuming this was dragged down by the other scores since it only got positive feedback.
- Gameplay: 2.61 (#344). Learning curve prevented meaningful engagement
- Overall: 2.348 (#365). Scores clustered around 2–3 stars
- Theme Interpretation: 2.043 (#408). Core combat mechanics were often missed
Ratings included 8% 5 stars, 5.8% 4 stars, 28.3% 3 stars, 28.3% 2 stars, and 29.7% 1 star. This was a significant downward deviation compared to games submitted to previous jams.
What Worked
1. Core Concept
Players consistently noted that an asynchronous turn-based MMO is a compelling and underexplored idea.2. Technical Achievement
Account systems, persistence, multiplayer state, and deterministic combat all functioned reliably due to the backend server and database work.3. Depth for Engaged Players
Players who invested time recognized the strategic depth, especially the wave-based combat and domain expansion mechanics.
What Didn’t Work
1. Onboarding Was Insufficient
The most common feedback was simple:“I don’t understand how to play.”
Many players:
- Failed to reach combat
- Missed the wave-based mechanics entirely
- Required external tutorials
This single issue explains most low scores. The in-game tutorial was supplemented with a video walk-through after the initial feedback, but it didn’t make up the difference.
2. UI Density Too Early
Too many systems were visible before players understood their purpose, leading to cognitive overload.
3. Theme Expression Was Delayed
The jam theme (wave-based combat) was mechanically central but poorly surfaced early, causing low theme interpretation scores.
Key Takeaway
A complex MMO must first be a simple game.
Innovation, depth, and persistence only matter if players can reach them quickly.
Next Steps
Future development will prioritize:
- In-world onboarding
- No menus-first experience
- Teach by action, not text
- Progressive system unlocks
- Hide advanced mechanics until relevant
- Early combat exposure
- Ensure all players experience wave-based battles within minutes
- Reduced initial friction
- Temporary accounts
- Optional usernames
- No blocking setup steps
Final Reflection
Favour validated the concept but exposed the cost of presenting an experimental concept without onboarding. Strategic depth is meaningless if players never reach it. I’ll take a look at some modern Turn based strategy games such as Civ 6 and AoW 4 to see how to successfully retain a player long enough for them to enjoy a complex game.
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Perfect Arc — Major Update Now Live
This update focuses on polish, clarity, and making every match feel alive.
From smarter AI to a rebuilt objective and major performance gains, Perfect Arc now plays faster, cleaner, and more intuitively across devices.Here’s what’s new.
Polished UI & Input-Aware Controls
The interface has been fully rebuilt with usability in mind.
- Button placement adapts automatically to mouse/keyboard, controller, or touchscreen
- Menus are cleaner, faster, and easier to navigate mid-match
- Mobile and desktop now feel equally intentional

Human-Like Bots & Smarter Crew AI
AI behavior has been significantly upgraded.
- Bots navigate terrain more naturally using improved pathfinding
- Crew members act with clearer intent during combat and movement
- Enemies feel reactive, aggressive, and much closer to human opponents

New Objective: Steal & Extract
Objectives now demand risk and timing.
- Steal the objective from hostile vermin/alien forces
- Carry it across the map while under pressure
- Deliver it safely to the goal to score
This change adds tension, counterplay, and real decision-making to every match.

Performance & Visual Improvements
Performance has been heavily optimized, especially for web and mobile play.
- GPU-heavy particles and lighting reworked or removed
- VFX now auto-scale based on performance
- Customizable visual effects for players who want more control
The result: smoother gameplay with no visual clutter.

Improved Combat Feedback
Combat now looks and feels more impactful.
- Enhanced gunfire, lighting flashes, debris, smoke, and melee effects
- Clearer visual feedback during high-intensity encounters
- Better readability in chaotic fights

Streamlined Onboarding & Tutorial
First-time players get straight into the action.
- New players drop directly into gameplay
- Tutorial elements appear naturally during play
- No menus, no setup — learn by doing

Core Features (Still Here, Still Expanding)
- Walking warships with fully customizable layouts
- Persistent crew members that level up over time
- Assign roles: Cannoneer, Skirmisher, Front Line
- Customize equipment and personalize crew members
- Assign units to boarding parties
- Online multiplayer (up to 4 players)
- 1-click Quickstart
- Lobby Browser
- Public or private matches with bots
This update brings Perfect Arc closer to the experience it’s always aimed to be:
fast to enter, deep to master, and alive every time you play.

