Here is another design/feature explanation for you guys
We decided early on to use composite objects to make up the monsters in the game. This makes the game extremely scalable, as after the first batch of "parts" were completed there were 9000+ possible combinations, and after the latest batch we have over 430 000!
We will have to see how visually distinct these monsters would be if you compare a few hundred, but hopefully the art style will properly set these monsters apart from each other due to the high level of detail each contains. Now, the fact that we have so many combinations available and that the variations can be controlled by the player allows us to drive gameplay using a mission system that requests certain features in the monsters to complete for a coin or item reward.
This is an emergent property we found in the game and intend to utilize to its fullest. We end up with a cycle of ever increasing complexity, which negates the need for a "difficulty curve" as the player controls the complexity. Failing to preserve genes will result in less complexity, and adding to the gene pool buy purchasing genes/eggs in the shop will increase complexity. The player will also be able to select from a set of tasks to accept ranging in difficulty.
This is still theoretical data and we will be able to determine how complex to make the tasks and balance the game once we've had a good round of beta testing.