Key Points
Check out the summary of feedback from the first Atia’s Legacy playtest! Thank you to everyone who jumped in, shared observations, and made suggestions.
Feedback Highlights: Over 40% of playtesters engaged with Atia’s Legacy for over 20 hours. The game also achieved a Net Promoter Score (NPS) of over 69. The next Axie is Axie.
What’s next for Atia’s Legacy? We’re working towards a second playtest now! Stay tuned for more details.
Thank you, Lunacia! The first Atia’s Legacy playtest was a success. We’re grateful for your feedback, observations, and suggestions. We’ve compiled a summary of playtester feedback below. Let’s jump in:
Feedback Overview
Total Codes Distributed: 1490
Total Form Responses: 342 (22.95%)
(NPS) Breakdown
“On a scale of 1 to 10, how excited are you to play Atia’s Legacy again after this first playtest?”
Promoters (9-10): 77.35%
Passives (7-8): 15%
Detractors (0-6): 7.65%
Total NPS Score: +69.7
Note: The NPS framework was adapted here to measure player excitement rather than likelihood to recommend, offering a quick snapshot of enthusiasm and replay intent.
Scores of 9–10 indicate strong enthusiasm (“Promoters”), while 0–6 suggest lower excitement (“Detractors”). The resulting NPS of +69.7 reflects very positive sentiment from the first playtest.
Profile
Device Used
Android: 76.6%
iOS: 30.7%
Time Spent
Short Session (upto 5 hours) — 15%
Casual Playtesters (upto 20 hours) — 45%
Hardcore Playtesters (20+ hours) — 40%
GAME FEEDBACK
Overall Playtest Experience
Q: On a scale of 1 to 10, how would you rate the playtest experience, taking into account the intended scope of this early development phase?
Aspects of the game that playtesters like the most
Multi-select question
Equipping the Squad with Best Gears (246 selected — 71.9%)
Building a meta axie squad (216 selected — 63%)
Having a squad of axies (209 selected — 61.1%)
Combat system (208 selected — 60.8%)
Exploring the world (202 selected — 59.1%)
Running around the world with axie (167 selected — 48.8%)
Meeting other players (136 selected — 39.8%)
NPCs and their Lore (85 selected — 24.9%)
Graphics & Visual Rating: 4.5/5 ⭐
Why people liked the graphic
Players praised the graphics and smooth visuals, noting that they could play for long periods without experiencing eye fatigue.
The game’s vibrant, colorful world was well-received. Many mentioned that the color palette felt perfect and made the axies + world appear cute and full of life.
Why people disliked it
Axies and enemies sometimes appeared as black shadows (a known issue) — this has the most mention as part of the negative feedback.
Some players felt the animations lacked impact.
A few described the graphics as too simple or basic.
The squad system made the visuals feel crowded and chaotic for some players
This is for both on the field and town area.
While axies looked great when moving around, many think they appear a bit weird and unattractive on the squad page.
Fun note: a few player mentioned that they liked the graphics and tired of pixel games on web3
Combat System: 3.8/5 ⭐
Most players highlighted that they enjoy the overall combat system, especially with its idle farming mechanics and simple, easy-to-learn gameplay.
However, even among those who rated the combat system highly, several recurring dislikes and pain points were noted:
Limited micromanagement and skill options
Players also wanted more control over individual axies, including the ability to manually lock targets.
Ability to manually attack.
There’s no visible indicator for passive skill cooldowns, making it harder to strategize.
There’s also requests for option to automate skill usage.
Clunky and unresponsive squad control
Axies frequently get stuck due to formation issues.
Movement becomes awkward or buggy when the squad leader moves off-camera.
Dodging attacks (both in regular and boss battles) feels nearly impossible, leading to repeated requests for a dodge/dash/sprint feature.
As mentioned in the Graphics & Visuals feedback, the squad system makes battles feel overcrowded, especially when multiple mobs are present.
Auto-farming frustrations
Axies tend to wander too far from their original positions, causing inconvenience.
Players requested a “hold ground” option to keep formations stable.
Ranged axies (e.g., bow users) can safely attack from a distance, creating an imbalance in gear effectiveness for farming.
Players felt the attack speed and cooldowns were too slow, especially for Tripp.
The Squad Leader (Tripp) feels weak and underwhelming
The leader can’t equip gear, which makes them feel weak.
Players also disliked that the leader axie can’t be changed.
Attacking requires stopping movement, interrupting combat flow.
Equipment can’t be changed in combat area, reducing flexibility and causing additional pain points.
Long-range attacks on elevated platforms often fail to register hits.
No way to zoom in/out and rotate the camera.
No item drops when defeating mobs.
Squad Building: 4.2/5 ⭐
Why people liked the squad building
The most common reason players enjoyed the squad system was the depth and flexibility in team building. They appreciated experimenting with different builds and strategies.
Allowing axies to freely equip different items (not being locked to specific equipment) was seen as a big positive.
The equipment rarity system was also praised, as it added an exciting layer of RNG and progression.
Things people disliked about the Squad System
Some players disliked the squad system for several reasons:
It made the game feel too much like a single player experience — many wanted to play and interact with others.
Some preferred smaller teams or solo axie gameplay instead of running around and battling with a squad of axies.
Squad control felt confusing and unintuitive.
Unable to change the squad leader, which limited flexibility.
Squad positioning didn’t seem to have much meaningful impact on combat.
Players wanted clearer class identities, with each class having a more distinct role and gameplay style.
There was strong feedback that axie parts should have a greater impact, such as acting as active skills — right now, equipment seems to overshadow them.
Changing squads is very cumbersome, especially for players with many axies and gears. A squad loadout system was highly requested to make switching between setups easier.
(2) As noted in the Graphics & Visuals feedback, the squad system made visuals feel crowded and chaotic, both during battles and in the town area.
The axie management (equipment) page needs significant improvements to improve user experience and clarity.
Missing tooltips for stats, buffs, and debuffs caused confusion, leaving players unsure about the effects of certain attributes. Tutorials are highly requested as well with this confusion.
Boss Battle System: 4/5 ⭐
Although many players rated the boss battle experience highly (⭐⭐⭐⭐⭐), most of them didn’t specify what they liked.
Instead, many added comments focused on what they’d like to see improved or added to make boss fights more engaging.
The most common feedback was the lack of boss mechanics and visual clarity in boss skills.
Many players found it difficult to tell when the boss was using a skill or performing an attack, making it hard to understand or react to the mechanics.
The second most mentioned issue was the poor squad control during boss battles. Players wanted to dodge attacks, but the current control system made it too difficult.
Many requested to remove the time limit on boss fights, as it made the experience feel more like a time attack rather than a strategic battle.
The boss map feels too small, and players hoped for a more dynamic or well designed environment to enhance the overall experience.
Several players suggested that boss fights should feel more like dungeons, where players progress through the dungeon with mini encounters before facing the final boss.
A known bug where damage didn’t register correctly after defeating the boss (e.g., showing 49,999 or 149,999 damage) was also highlighted as a major pain point and source of frustration among players.
Requests & Suggestions
Which approach would you prefer for future playtests?
Fewer playtests with polished, stable builds (58.8%)
More frequent playtests with simpler, less polished builds (41.2%)
What aspects of the game would you like us to focus on for the next playtest?
Improve current auto-combat system with more player strategy options (26.9%)
Single axie combat system where you only see/control one axie, while other axies act as your passive support (21.1%)
Different squad control system where you control one axie, while others move automatically (13.2%)
More ARPG-style (12.6%)
Add light Risk to Earn mechanics (12%)
Expanded lore and narrative content (11.4%)
Add more Squad Busters mechanics (2.9%)
What playtesters strongly disliked
Note: About half of the respondents said they had nothing they strongly disliked. The points below reflect feedback from the other half who shared their thoughts.
TOP 5 Mentions:
Lack of Content & Progression
This was the most frequently mentioned issue. Many felt the available content was too limited for extended play sessions — most exhausted it within a few hours. They understood it’s an early build but found the remaining content repetitive with little sense of progression.
Combat & Squad System
Second most mentioned area, with overlapping concerns:
Repetitive and boring autoplay farm.
Overall squad control
Frustration with movement especially when Tripp dies.
Lack of micromanagement.
Preference for controlling one axie at a time.
As noted in Graphics & Visuals feedback, the squad system also made the screen feel overcrowded and chaotic during both battles and town exploration.
TRIPP.
Lack of Axie Identity (Role Diversity) & Imbalance Builds
Players disliked the lack of distinct roles such as tank, healer, or dps among the axie classes. Since builds weren’t class restricted and balance didn’t encourage diverse role usage, most players ended up using the same or similar axies for the meta team, making team compositions feel repetitive and less strategic.
No PC/Desktop Support
Others
AFK Farming Concerns
Worry that the AFK system could be exploited by bots or multi-account setups due to how easily it allows passive farming.
Mystic Axie Appearance
They didn’t look visually distinct or special enough compared to regular axies.
QoL Issues
Limited social features.
Lack of blockchain features.
Reroll system felt unappealing; players preferred using their own NFT Axies.
No tutorials
Hard to visualize the direction of skills during combat.
No loadout or preset system for quick setup changes.
Missing bulk sell options and item filters.
Unable to compare equipment stats easily.
No option to lock items to prevent accidental sales.
Selling cap of 50 items felt too restrictive.
UI felt unintuitive and inconsistent.
No “Exit” button.
Game prevents devices from entering sleep mode while AFK farming.
Unable to enter buildings or explore indoor areas.
Mobs lack clear level and name.
No controller support.
Inability to check or change skills and gear during combat.
Optimization Problems
Phone overheating and high battery drain.
Axies appearing as black shadow (which is also pointed out on the graphic issue)
Characters getting stuck or glitched.
Game crashes making it inaccessible on some devices.
“149,999 / 49,999” damage bug.
How would you like to see the in-game economy evolve in the future
A lot of players would like to see tradeable NFT items/equipments, and noted that these should be craftable from materials instead of directly purchased.
Some players also want an in-game marketplace/trading system, along with the option to mint them for listing on NFT marketplaces.
A few players would like to be able to make transactions in-game as well, such as purchasing axies.
Some players are also asking for upgradable equipments by consuming duplicates, with potential for failing.
A few players would also like to see cosmetics-only items.
A lot of players are asking for AXS/SLP integration as well, whether it’s earning these tokens or spending these tokens in the game.
Some ideas include using AXS/SLP for upgrades, for buying temporary buffs/boosts, and making AXS the currency for in-game trading/purchases.
Some players are asking for burning mechanics for AXS/SLP to help with sustainability.
Some players would like play-to-earn mechanics, with rewards of either AXS/SLP or a new token.
A few players noted that the reward system should be balanced between casual players and more dedicated players. Some also believe that rewards should be depending on effort made by the player [like rewarding top ranking players in leaderboard].
While some players would like risk-to-earn/gacha mechanics, there are a few who are opposed to it as well.
Some players think that spending should be required to improve their axies/squad.
A lot of the players wants the economy to be player-driven, for the players to freely price their items however they want and that players should be responsible for producing all items/equipments made in-game.
Some players would like integration with other current Axie games, such as using equipments from Homeland and runes/charms from Origins.
A lot of players are asking for integration of current Axie NFTs/currencies/mechanics, including:
Axie NFTs, including Axie Core.
Utility for Land Plots.
Using Mementos for crafting, upgrades, rerolls, etc.
Accessories providing minor buffs.
Fortune Slips
Axie Score for determining drop-rates
Some players want a Stamina/Energy based system that limits the use of an axie, to help with stopping bots from just farming the game.
A few players do not want a reroll/morphing feature in the game, as they believe this will discourage breeding and stagnate the axie market.
A few players would like an Axie and equipment renting system in-game.
Regular Feature Requests
Multiplayer (most requested feature)
Guild System
Chatbox and voice chat
Ability to use consumables/potions
Add quests system (e.g defeat certain amount of enemies to get rewards)
Checkpoint/savepoint for teleportation or revival
Ability to change Leader (Tripp)
Ability to control one single axie only
Add Dodge/Dash/Slide/Jump
Ability to Micro manage other support axies to have programmable preset thing to do
Also add a button to call/gather all axies to leader when the axies are spread out.
Ability to choose manual (no auto at all) / semi auto (auto attack only) / full auto (auto attack and skill).
Ability to hold positions.
Add farming, fishing, treasure hunting, crafting, and have them all connected to the progression system.
World boss
Dungeon System
More difficulty with different maps
Gear drops from mobs
Story Driven Narrative
Day/night cycle
New and unique BGM (not recycled)
QOL
Loadout/preset system (most mention for QOL)
Ability to change equipment during battle/combat area.
Show stats difference in gear when replacing them.
Add tooltips for both buffs/debuffs/skills description.
Batch sell items without limitations
Allow in-game name change by paying
Add axies’ HP bar on the side
Controller support
Emote animations for each axie
In-game combat guide/synergy tips
Metamorph for collectible (similar to Origins) — While some mentioned they dont want this on the economy section above, some asked for it.
Aura for max level axies (maybe similar to Ragnarok lv.99?)
Highlight selected axies when long pressing the skill
Map/mini-map
Unique Feature Requests
Add value to extended progression system like:
Unlocking Lv 70,80,90,100 and so on for Axie Core — where it would also unlock exclusive contents (such as new maps, new item drops etc) depending on level reached.
“Rebirth System” where upon reaching maximum level, you will be able to reset back to level 1 after maxing out to gain a rare progression item (which can also add more loop towards the axie core AXP and evolution).
Content lock behind the amount of parts evolved.
More movement speed, gear slots, skill slots etc depending on axie core progression.
Have upgradable:
Stats
Talent tree
And even skills
Tower System where you can challenge bosses from level/floor 1-100
Different boss with different mechanics that would require you to always switch up your team of axies, gears and strategies.
Also add gear set bonus to add more depth and strategy.
More and clearer AOE attack marks to evade to make the game more interactive as well.
DPS Meter on every dungeon/boss battle to identify which axie is doing better/worse
Add in-game titles or utilize axie core badges to give you buff or effects as you collect them.
Partnership with other projects where they can be used as avatars (maybe similar to Pixels?)
MOBA mini-game where you will be able to use 5 of your axies to battle with other 5 of enemies’ axie in a more MOBA control.




