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(1 edit)

I played your game. Here are some notes on design and feel of the game. Please excuse me for sounding a bit negative, these are only my opinions and although I do like autobattlers, I am not a big fan of mobile games, so my feedback may be not representative of your target audience.
1) The time-based system is extremely discouraging, especially for new players. After losing first two fights while I tried to read ability descriptions I was very frustrated, and continued playing only to give a better feedback.
2) It seems that there are some interesting abilities and potential combos, but I had no chance to understand them due to problem above. Similarly, unit names and lore seems relatively fresh, but I did not have chance to enjoy it.
3) I did not understand what '1v1v1v1' means in Normal mode description. Is it supposed to be 4-sided fights?
4) Inability to see enemy units removes any chance for strategy / planning, which is perhaps good for casual mobile game, but I would prefer it the other way.
5) The constant removal of units is another detrimental element for me, it forces player to remember to buy extra 'trash' unit every round, for no purpose other than to disable this strange effect. The feeling of game constantly trying to sneakily screw me is unpleasant. Again. mobile players are perhaps more accustomed to such behaviour of games.

Sorry again for some critique, I wish you good luck in development.

Thanks so much for playing and leaving such thoughtful feedback—it’s super helpful, and I totally get the frustration.

1) Yeah, the timer is a problem for beginners, actually gave me a idea—I'll just remove it from Beginner mode entirely.

3) For the “1v1v1v1” confusion: basically there are three other AI opponents, each with their own teams. I’ll definitely reword that to make it clearer.

4) You’re also right about not seeing other players’ teams—there’s a backwards way to get a hint by looking at what units they discard in the trash list, but I’ll improve that by showing who discarded what, and who you're matched with that round. That visibility should help with planning.

5) As for the discard mechanic, I think I didn’t explain it well. Each round, one of your pawns gets removed from play—not just for you, but for everyone. So it’s kind of a way to signal what you don’t want, while also denying units to others. But sometimes if someone already has a pair of that unit, they might be waiting for it—so maybe you hold onto it instead. There’s more depth there but I need to find a better way to convey it.

Anyway, I really appreciate you taking the time to write all this out. It’s already helping me think about how to improve the early experience. Thanks again!