First of all, thank you again for all your support along the way~
Possibly because of its opening and title, this book was terrible at attracting readers from start to finish. Even when it got recommended, it was hard to get people to click. Reader retention in the early and middle stages was actually pretty good; readers who started it could generally keep going, but with so few people clicking in the first place, high retention didn't help much...
Still, original world-hopping fiction has its own drawbacks. Even when the worlds all draw on similar historical settings, it takes quite a lot of space to flesh out a world through its various events.
Take the first three worlds, for example. Even after I cut quite a few side plots, almost every world could have been expanded into a short book of its own. That meant some readers would get used to one world, only to struggle to get into the next after the switch.
But without spending the space to flesh out the worlds, they could easily end up feeling dry.
On top of that, I made the cheat a little too powerful. When I tried to advance the plot while keeping the protagonist's actions reasonably logical, his combat power tended to snowball too quickly. High combat power, combined with switching worlds, could make it harder to feel immersed.
Personally, I still prefer low-powered martial arts settings.
So far, the book where I probably kept things under the best control was Return from the Low-Magic World. By devoting some space to the ensemble cast, I managed to rein in the combat-power issue, so retention was still decent by the ending.
Combat power was also a headache in Prophet and Abyss for All. I used quite a few ways to balance