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Considering the description, it's somewhat difficult to know what should be criticized or chalked up to a reflection of this being an AI's attempt at a proof-of-concept. That said, I do feel like this idea has some legs, that being the combination of a monster hunting mechanic with an idle resource management system. There's a TON of work which would need to go into taking this from its current state into something playable, but the tiny bit of what's here did hook me.

Since you mention you intend on essentially scrapping what's here and making it without AI, it's not easy to give much more pointed feedback, but I'll try in case some of it is of use. The biggest problem in this tiny slice is that there's no risk involved in the battles. Sure, the enemy regains some health if you fail to capture them, but they never fight back and there's no penalty for running away. Perhaps the player, if they're to be the one partaking in the battles, could have their own HP bar and take damage, and lose resources should they lose? Instead, you could start the game with a "starter" creature and use your creatures in battle, allowing you to level them up and gain XP, etc.

If the resources have any functional purpose currently, it is wholly unclear (except for gold, of course). My numbers are going up, but it's hard to feel any sense of accomplishment when there's no real incentive to raise them. As far as the creatures, it was fun unlocking the second biome to see what new creatures could be acquired. However, the current XP scaling is very painful, even for a tiny proof-of-concept. All battles pay out 5 XP, and the XP necessary for each level is the current level multiple by 100; to get from level 5 to level 8 is 360 battles! I was willing to tough it out to reach level 5 and see the desert biome, but not the additional 360 to check out the animal breeding. The breeding is definitely an interesting idea; if there's any sort of implementation here thus far, I was simply unable to reach it to give any further comment or criticism.

I'm going to rapid-fire some other thoughts that didn't fit anywhere else in this comment: If the four letters on the creature cards hold any significance (P, S, I, E), it is entirely unclear what that might be. For some reason, the battle screen is open and present on every tab. When I did reach level 5 and unlock the desert, the option didn't make itself available until I actually went to the exploration tab (originally, I figured it hadn't been implemented quite yet until I stumbled upon this). Due to how itch.io's webpages work, the little notification blurb in the top-right is obscured by itch.io's own overlaid buttons; might be a good idea to move those to the top-left. It'd be nice if when hovering over the resources, once they starting truncating the exact number, if you could view precisely how many you possess.

Again, it's not easy to know what is a result of your vision being shaped by your design and what is a quirk of utilizing AI in the coding process, but the fact that I have so much feedback for such a simple prototype should let you know how compelling the concept was for me! I'm not a game developer myself, so I can't help in terms of telling you how to code, but I hope this feedback can help you achieve your ideal game! This has a ton of potential and would make for an engaging experience. And please, for the sake of people testing this in its infancy, please fix the XP balance issue ASAP! It shouldn't take 360 battles to grow 3 levels when there's so little content.