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A jam submission

Automon ArenaView game page

It's goddamn Automon again
Submitted by AutomonDev — 1 day, 57 minutes before the deadline
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Automon Arena's itch.io page

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Comments

Submitted (2 edits)

In Game Notes:

  • Everything looks good, consistent pixel size, readable text etc.

  • Sfx are serviceable
  • I like the tone of the professor, it’s funny and engaging
  • Gameplay is fun, personally I really enjoy autobattles, and can definitely see the niche for a pokemon style one
  • Some slowness when facing gym leaders, but maybe it’s making decisions?
  • Maybe some indication of the difficulty of spaces?  It’s easy as a new player to wander into something I am not leveled for
  • A bit more of an indicator when to click the ‘mons for upgrade/release
  • Weird glitch against Barry where I couldn’t battle him (See VOD)
  • I got out scaled at the end of my run

Post Game notes:

This is pretty amazing, I feel like I could see northerlion playing this already.  Maybe it could use a bit more player input in some regards (I saw items mentioned) but it’s a perfectly fun, clean and easy to use/learn auto battler right now.  Great job, I’m sure this is going to blow up.  Hope you don’t get sued!

Gameplay (3rd run):


Crash:


Developer(+1)

Thanks for the detailed feedback, glad you enjoyed it!

Shouldn't be any more slowness against gyms than anywhere else, it's possible that some bots had a Grass on Grass fight somewhere, these take a second to process

Difficulty indicators are a good idea, should probably say the exact levels instead of "Difficulty 2"

The battle against Barry in the video didn't allow you to do it because he had no team - someone has already beaten him, after that he gets a new team in 5 turns. It's mentioned in the tutorial, but wouldn't hurt to say it in the box on the bottom too. I guess a lot more could be done with that box, now that I think of it.

Thanks for playing! I'll watch the full video later

Submitted

Played 1 run so far, lost to a bot, automons at around level 14. Lovely game. I thought chillock was a broken bottle at first and naturally chose it as my favorite. How many automons are there? 

Developer

Thanks for playing! That's a fun interpretation of Chilock

I think there are 49 Automons in the Demo Day version

Submitted

Finally multiplayer for Automon!

Played a few rounds against bots and i gotta say, its pretty tough. There's always some enemy combo that filters me and i have the feeling the bots level way quicker than me. But its possible that i simply suck at the game.

UI wise there are things that are confusing or not as nice as they could be. I would really, really like to sort my Automons while out of combat. Maybe even a default team order for the fights, that i can still switch around once in battle.
The responsiveness of actions like resting is a bit weird. Of course it's more asynchronous due to it being a multiplayer game, but when i click on the resting option i would like to get some feedback that i've chosen my action this turn. Choosing a destination kinda does it by drawing a circle around the location. Maybe approach it more like traditional turn based games by setting a future action and then locking it in via an "End turn" button? Just a thought.

Releasing a captured mon needs a whole round of standing still in the world, is that intended? It seems a bit harsh to lose a mon and on top of that you cannot get a new one or gain xp this turn. This made me really picky in the following games not to capture too many of them.


Despite these things i'm loving it! Quality is improving since the first game and theres more mons to collect. Music would be nice as well as some nicer sounds. Keep it up, Automon dev!

Developer(+1)

The bots don't have any artificial advantages; In fact they have a disadvantage of being unable to surrender, so in general they are more likely to die recklessly, but yes, sometimes you will run into one that had the smoothest run and outlevels you.

Good suggestions for the sorting and default team, will add to the to-do. Party management is a bit janky now.

I agree that I need to make the game's asynchronous-ness a bit less blatant.

Releasing taking a turn is indeed intended - you do get some experience for releasing so it's not that much of a setback. Think of it as a compensation when you need to rest. I usually grab Automons even if they have no purpose because I know I might want to just use them as a rest fodder. The exp given isn't anywhere near as good as battling but if you need to rest, you might as well trash your fodder

Music will certainly be added before next DD version

Thanks for playing!