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(1 edit)

Not super deep yet, but I had fun.

Thoughts:

  • Not wild about having your energy regeneration tied to a single, irreplaceable unit on your field.
  • Speaking of energy, contrary to what I expected from the UI, energy does not reset to 3 after combat, nor is it capped at 3.
  • This really isn't much of a deckbattler.  It shares some superficial similarities, but you have no deck, you don't draw cards.  This isn't a bad thing, but gameplay-wise this is really more like anime-girl Automon.

Now if you want suggestions for refining the combat, here are my ideas:

  • If you want to keep this more like an autobattler, focus on the current game play loop of constantly refining your team by adding more powerful members and removing the weaker ones while building your whole team's synergy.
  • If you want to make this more of a deckbuilder, focus on building a team based on a randomized assortment of units drawn from the deck at the beginning of each combat.  Maybe dead units go back in the deck, and survivors stay on the field.
(+1)

Thank you for the thoughts. I am very concerned of the game getting very repetitive if you always do a 1 drop, 2 drop, 3 drop curve like Hearthstone or MTG at the beginning of every battle.

I was thinking of making the gain mana as part of the hero instead of the 1 unit.