
Among all the topics I like to discuss about Holozing, one of my favorites is speculating about what the gameplay and the overall playable aspect of the title will be like—not so much the market and the numbers, but whether or not the game will entertain me for hours. I think that's one of the most important things when making a video game.

If it's not well-made, if at its core there isn't polished and fun gameplay, you can forget about having any kind of community behind it promoting the game. In the case of blockchain games, it's even worse because you end up being a virtual piggy bank for those who want to put their money to work and generate dividends, and we have plenty of examples of how that doesn't work.

If I had to imagine Holozing as a fully finished video game, if I could buy it right now on Steam, I would definitely think it's an RPG in every sense. The fact that it has a collection of creatures to battle already gives me Pokémon vibes, but I think we can go further.
We've also talked about MMORPGs, and although I think that as a project it's something that's quite difficult to do because of all the server issues, I do believe that if the core idea is well-executed, this could be the best option to make Holozing profitable.

I'm talking about a gigantic map with all kinds of objectives, events, creatures, enemies, stories, etc., that can coexist in a world of just a few GB, a 2D world similar to Digimon or Pokémon games where it seems like there's an endless world to explore, full of content and with a more committed community than ever behind it all.

I was looking at some prices and, well, they're not encouraging at all. Maintaining an active server is quite expensive, even more so when that server is for your video game. You have to buy licenses, the machines that run the virtual space, and of course, you have to integrate that into the blockchain, something even more complex. So it will probably remain just a fun exercise.
However, regarding the gameplay, I think there are a couple of things that can be done. I was also looking at the Roguelike genre and how to integrate it into Holozing with all the vials and integrated purchases, something like a card-based battle system that you... Rewarding for each battle

It's a roguelike, so the gameplay should be engaging whether you win or lose, something that can be a bit difficult to achieve considering there's a dynamic market behind it that will be important.
These are just some ideas, thoughts that come to mind while I'm working from 7 to 7. I want to generate a conversation because I find it interesting and also very important to have the core gameplay mechanics well-explained to the players. That's all, thanks for stopping by.