A Mesoamerican fantasy RPG with real-time turn-based, bullet-hell-ish combat.
From Arco case study
Arco's new combat hook left buyers unsure what the game was. Arco is a Mesoamerican fantasy RPG with bullet-hell-ish, real-time turn-based combat. It was rated well but sold badly. The hook was too new, so buyers could not tell what the game was and moved on.
The suggested fix is to pair the hook with an anchor, a familiar element (usually familiar mechanics) that explains how it plays. Zachary Richman's version is a simple game with something unexpected: "simple gets people in the door, unexpected gets them hooked."
It was rated well but sold badly. Its hook was too new, so buyers were unsure what it was, and it needed a familiar anchor.
Arco's new combat hook left buyers unsure what the game was. Arco is a Mesoamerican fantasy RPG with bullet-hell-ish, real-time turn-based combat. It was rated well but sold badly. The hook was too new, so buyers could not tell what the game was and moved on.
The suggested fix is to pair the hook with an anchor, a familiar element (usually familiar mechanics) that explains how it plays. Zachary Richman's version is a simple game with something unexpected: "simple gets people in the door, unexpected gets them hooked."
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