This is not a word game. It’s a heroic fantasy adventure powered by dynamic word‑based systems that blend the adventurer’s abilities with the player’s skill.
When I saw the surprisingly low interest in the heroic fantasy adventure game I made, I was somewhat surprised and discouraged, as I genuinely thought I had created something unique and interesting, worthy to be played regularly. But numbers don’t lie, so I had to accept reality and decided to focus my efforts as a solo game developer elsewhere.I couldn’t completely abandon all hope though, and my mind worked tirelessly to figure out what could have gone so wrong and what I could do to give Dragon Riddler one more chance to shine.Then I made the decision and simply removed what I felt was not as good as it should have been. The Journey act was either too easy or too hard, but seldom in between. Realigning the focus on what worked – the word duel – was clearly the sensible design pillar, bu...
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