Just a heads up, but banning players is something to consider while playing any NFT game. Deathroad.io is the first game that I noticed putting bans and anti-cheat measures in effect. Coincidently, a number of users have complained about being accidently banned and unable to fully use their account.
The punishments of banning are more costly in a NFT invested game compared to a usual online game. Typically if a player gets banned, the worst case scenario is making a new email account. In a NFT game, users can be blocked from earning their income back on their account or even lose access completely. Losing access to a decentralized item can seem like the opposite of what NFT gaming is suppose bring.
On the other hand, banning is suppose to stop exploits that could break the game or even the token economy. That is why card games at the moment seem to prosper as NFT games, due to low exploitative game mechanics. Also, Splinterlands has taken the stance on to not "Ban" players but to rather reduce profitable botting activity.
As more comprehensive games come out, exploits become easier to find. Even modern AAA games have exploits the get discovered when publicly launched. GTA V had microtransactions to buy online cars, but players in the community found ways to duplicate money. If Rockstar games couldn't stop game exploiting behaviour, what makes small indie cryptogames able to?