I am creating a word game with async online multiplayer. My current design is to use SharedGroupData for game data storage and User Data for SharedGroupData references (player data can store up to 100 active games in a form of SharedGroupData Ids).
The problem I have is with custom GetGamesList function I wrote. It takes IDs of active games list from User Data and calls GetSharedGroupData for each. This triggers "PlayFab API request aborted, because API call count limit exceeded" error. As I understand, free tier allows for up to 15 API calls in a single request. Higher tier probably would allow me to handle the planned limit of 100 games, but I have a distinct feeling my design is wrong.
Will it scale at all or should I go the Photon Turnbased route or maybe even use custom solution with some kind of DB connection for games list storage?