1. Historical setting. I can imagine people enjoying the Aztecs for one(/two) reasons. The most obvious is that they know something about the Aztec, and could appreciate seeing this knowledge in the game. The second is the negative of the first: they know nothing about the Aztecs, and thus take pleasure in the foreign-ness of the surroundings.
Survey says:
A plurality of people (44%) rated this of mid-level importance, with the next largest category (41%) feeling it of only slightly less importance than the first. So apparently the setting is important, but not completely a deal-breaker.
2. AI. I think something that will set this game apart is the group AI mechanics. Hack and slash is fun, but I think it'd be more fun if you were fighting a sea of enemies, where the crowd behaves in certain ways but individuals also display qualities.
Anyone else?
A majority of people definitely want varying enemy types; that's clear. As for their overall organization, the only clear message is that the enemy should not scatter. I don't think there's enough data to make any kind of inference regarding player preference to troop formation. My guess is that this is something that needs to be played by the customer. Surveys, as lovely as they are, just aren't conveying the experience of the quirks of our program, and generalized data is wonderful, but user interaction should now be the goal.
3. Inventory. This is a game about hitting things: the fun is most likely in the variety of ways there are to hit things. Thus, our job is as a nozzle, controlling the flow of of fun and agency to the user; too much at once and the player is overwhelmed and quits, too little they quit out of boredom. This is where our inventory, and to an extent our skill tree and mana mechanic come in.
53% of respondents chose to agree with the 'obvious' inventory answer, but I think the small sample size is enough to draw any conclusion irrelevant. 68%, and a more palpable 686 votes, support our direction regarding the use of the temple GUI housing the skill tree. I'm not prepared to interpret feedback on the mana cooldown.
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