Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

Mix & Climb: Auto-Battler Prototype needs YOUR feedback! [PC Demo]

A topic by lkadath created Jul 21, 2025 Views: 166 Replies: 4
Viewing posts 1 to 3

Hi everyone!

I've been working on this game prototype for a couple weeks, with plans to launch on mobile after significant polishing (we're very early stage!). The core PC-playable mechanics are implemented, and I'd love your raw feedback - especially on battle balancing and item drops!

Future mobile-focused changes:

Controls shifting from click → drag/drop

Visual overhaul: polished animations and transitions

Expanded crafting: more items and combinations

Community-driven improvements!

The big question: Is the core loop fun?

https://lkadath.itch.io/alchemy-game-prototype

Your playtest notes and suggestions will directly shape development - thanks for helping me level this up!

(+1)

Hi,

First of all the core game loop was quite addictive, even with the knowledge that my "agency" is quite restricted and I highly depend on the "right items combinations" dropping at the right time.

After getting to know most "item combinations" and with little space of 6 card slots it felt like most of the time... i was forced to build whatever the hand had to offer to not get steamrolled by the next enemy and only in rare cases I got the chance to make some descisions like "create healing potion" vs "bread" etc. 

(it would be nice to have a warning like no working item combinations are available right now (just for the prototype)... 

and the possibility to deselect selected card

and the complete stats for the enemy).

Didn't understand how "spells" work they seem just to do a little damage in the next round and not help to progress like permanent stats... for a "no permanent stat" they felt to have much less impact compared to a healing potion so I avoided building them altogether.

Optimizing for the little space on a phone screen is for sure not an easy task - maybe not sure you if it helps you could always let the player draw up to six cards but only allow the player to keep 2 after combinining (to enhance player agency and give some "difficult choices")

Maybe you could also add some "item upgrades"... like adding grass to a "hit" will give a you a poision buff for some time or something

From what I can tell the most "reliable way to win" is to have a high defense stat... otherwise the monsters chance to apply too much damage is too high (but never gone for speed... since I haven't found the right combination now)

I would probably run some simulations and gather statics ...

most simple version:

- automatically draw hand 

- determine possible choices (and track which choices could be made)

- play one ... continue till the game ends

have some "summary stats like ... rounds played till death" choices made

... and some backlog with "more information" like actual players health etc.

Thank you so much for taking the time to leave your feedback - it helps me a lot.

It really motivates me to know you find the game loop addictive; that's the main thing driving me to polish every aspect further.

The combination options right now are super minimal, which is why it feels so weak. I definitely want to add more depth by integrating card levels and combinations, and much better visual feedback for the player (I really need to design a way to show possible combinations). Regarding spells, I only implemented one (deals damage to the enemy at the start of combat) - I definitely need to design more, maybe temporary items associated with elements to add depth to the combat system.

The idea of letting players choose their next resources from a card draft is something I'll definitely add to the game. I think it'll add a lot strategically, and it hadn't occurred to me.

Combining consumables with resources is also something I plan to implement in the future, alongside balancing player and enemy stats.

Thanks so much for your observations and advice - it truly helps me a lot.

(+1)

I played your game a bit. I am not sure I understand why “autobattle” part is needed as opposed to simpler turn-based combat.

The basic idea of combining as the main action definitely have potential. I would maybe even go so far as to extend it to consumables too, so combining becomes the only action for player.

I would suggest to implement “unselect” action and auto-remove selection after battle round. I lost resources many times due to accidental clicks.

I disagree with forcing player to remember all combos. On the contrary, I would highlight suitable resources and maybe even add hints on the result (although it would be hard fit into UI). Maybe add some special animation for activating the specific combo first time, but burdening the player will only result in unnecessary frustration. (IMHO, of course).

Also, the music is nice :)

Thank you so much for the feedback - every comment and suggestion helps me a ton.

The auto-battle is one option (I took the idea from a mobile board game theme), but turn-based combat is definitely another possibility.

The idea of combining resources and consumables is something I absolutely need to consider. Maybe I'll change the combination system to make it more flexible, allowing successful combinations with different results based on the base items. Making the mixing system more flexible should also reduce frustration (an observation I'll keep in mind - thanks for noticing).

The music is really good! It's part of a pack you can find here:

https://xdeviruchi.itch.io/16-bit-fantasy-adventure-music-pack

Thanks again.