Yalla English

More Than 1,000 Feedback Points from a Single Player: How a Korean Dentist Is Developing Necromancer Solo

South Korean developer Ingyoon has not needed a large team to test the gameplay experience of his latest project. Players from his previous game returned to test the rebuilt version of Necromancer: Undead Legion RPG, with one player alone submitting more than 1,000 pieces of feedback. Their input has helped shape several aspects of the game’s design, including its control layout.

Ingyoon, who combines his profession as a dentist with independent game development, is developing the mobile game through Ancoach Studio. The project is designed as a paid title, combining enemy hunting, equipment collection, character progression, and the development of a necromancer and an undead army.

Player Feedback Reshapes the Gameplay Experience

Player feedback went beyond suggestions for minor improvements, prompting changes to the game’s core control mechanics.

The developer explained that testers requested the ability to rearrange the controls to accommodate different playing styles. In response, he introduced three preset layouts: Default, Right-hand cluster, and Left-handed.

One long-time player identified a more specific issue with the right-hand layout, which placed the Teleport button beneath the thumb used for movement. Lifting that thumb to activate Teleport interrupted directional input, potentially sending the character in an unintended direction.

To address the problem, Ingyoon swapped the positions of the attack and Teleport buttons. The adjustment illustrates how practical feedback from an individual player can expose usability issues that might otherwise go unnoticed during development.

The developer revealed that one returning player alone submitted more than 1,000 pieces of feedback while testing the rebuilt version. He clarified that the figure represents the volume of feedback provided by a single player, not the number of testers involved in the process.

Paid Business Model Targets a Niche Gaming Audience

Ingyoon is preparing to release Necromancer: Undead Legion RPG as a paid game for Android and iOS, targeting players interested in necromancer-themed games and summoner RPGs rather than attempting to appeal to the entire mobile gaming audience.

The game’s core gameplay loop revolves around hunting enemies, finding equipment, and developing a necromancer character alongside an expanding undead legion. Ingyoon says this is an experience he personally enjoys and wants to share with players who have similar interests.

To help potential buyers assess the product before making a purchase, the developer has prepared a detailed official guide covering combat, progression, summons, and other game systems. The guide is intended to give prospective players a clear understanding of the gameplay and help them determine whether it matches their preferences.

This approach reflects an effort to communicate the product’s value before purchase, particularly given that a paid-game model requires developers to convince players of the quality and depth of the experience without necessarily relying on a free trial.

15 Languages to Reach International Markets

To expand the game’s potential reach, the developer is preparing support for 15 languages, including English, with the aim of reaching players across different countries who share an interest in necromancer games and summoner RPGs.

Arabic is not currently among the supported languages. The developer has also yet to disclose pricing details, a confirmed launch date, or specific plans for expansion into individual geographic markets.

An Independent Studio with Expansion Plans Still Undecided

Although the game remains Ingyoon’s primary focus, he has not yet finalized Ancoach Studio’s plans following its release. He has also made no decisions regarding potential publishing or distribution partnerships.

The developer says his immediate priority is refining the game and helping players who would enjoy this particular experience discover it. Decisions regarding the studio’s future direction and potential publishing and distribution partnerships remain open as the project progresses.

The project offers a case study of an independent developer betting on a niche audience and a paid-product model, while incorporating player feedback into product development ahead of commercial release. However, the model’s commercial viability will ultimately depend on the studio’s ability to convert the interest demonstrated by testers into a paying customer base after launch.

 Player

زر الذهاب إلى الأعلى