It's just because it's at launch. Most of them start off this simple and then introduce new concepts as power creep starts settling in after a couple months. The typical team/item rank/stars/same unit sacrifice stuff is all in there, but right now it lacks any thought to a meta because it's so easy. I'm guessing the raid bosses and limited time special dungeons will increase in number, difficulty, and variety after a few months to where everything will need its own specialized keyblade with high ranking characters equipped to get the good stuff.Is it because Square cleaned up and streamlined the myriad systems you'd typically find in a mobile game to the point where they no longer seem like a burden?
I do like how they set up keyblades, although I feel they're wasting the non-KH characters by just having them as equippable items that don't even really appear in gameplay. It makes the collection aspect feel more pointless than normal, so I hope they find a way to better display the special attacks. This is partly why it hasn't gotten as much playtime as my usual phone games (plus most of them recently got big updates so there's a lot of competition for attention). The music, however, is spot on and pretty much makes the game for me.
I'm already Unicornis (god those teams are so dumb) so I'll look for you later.
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