

Seems like they focused more on economy and aesthetics to make it “look” good and did not focus on gameplay. While I don’t think that’s necessarily a bad thing since people need to get paid to work, but for something like a paragon remake in which people already have a standard on what it should feel like, it was the wrong way to go about this.

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It seems like they focused on how to monetize their project. Seems to me like the devs of this game focused on the wrong thing. That goal being, let’s give people a smooth playable experience with not much detail or options for now. They did a great job because they dedicated all their focus on a short term goal. Everything plays smooth from the movement speed to the feeling of last hitting to the satisfaction of getting a solo kill from combining your abilities correctly and side stepping the enemy. They took a handful of champions, developed a map (pretty much Monilith) and focused on perfecting the mechanics of this handful of product. It seems like they said, let’s forget aesthetics, champion pool and details for now and just focus on core gameplay. Seems to me like the devs of this game focused on the right thing. I was fortunate to get a key for Predecessor and I was (unfortunately) able to spend $15 on Fault to play, here’s what I’ve gathered from playing both for a few hours last night:
