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Wow!!! As a HUGE Unicorn Overlord fan, I love this!!!!!!!!!


However I made an account to leave a comment to point out one thing, as a Unicorn Overlord fan:

Making attacks toggleable will vastly improve the autobattle mode! I suspect the game was designed around NON autobattle first... but I really want to enjoy it as an autobattler like the name implies!

The game is really confusing if you enter it as an autobattler, because there's no clear logic to what AP moves that Pokemon select. Worst of all, you can't toggle them off, so I feel like I have no control over my strategy. I repeat runs and bleed a lot of HP just trying to figure out what move the Pokemon uses in what situations, and it's a frustrating experience of trial and error.


There's a lot that could be do for the autobattle mode.. but just making attacks toggleable will make it INSTANTLY more playable!

In any case I wanted to thank you for the fun experience!! It's still a delightful game!

(+1)

hi friend, I'm really happy that you enjoyed the game, you can't believe how happy this makes me

I'm really grateful for the feedback you provided, I loved your idea of "disabling" a move for the autobattle AI and this will be implemented in an update I'll be releasing in the next few days. This is actually something that is already coded into the game because I used it on a few NPC controlled Pokémon, so I'm confident I can add it to the player's interface without much trouble

and yeah, you're right that the autobattle mode was kind of an afterthought... I considered making a "gambit" system similar to the one in unicorn overlord, but ended up deciding on going with a "direct control" approach for this game

I've tinkered a lot with the AI behavior to try and make it find the most logical move on many situations, but as you can imagine it gets messy. I've received some feedback that has helped me in this regards and I promise to continue improving it as I update the game

it is a huge privilege to receive such well thought out and useful feedback, but I wouldn't expect less from a fellow unicorn overlord fan.... thank you!!

Hurray! You say it's a huge priviledge for you... It's a huge priviledge for me! I'm so excited to come back once attacks are toggleable! I'm very glad to hear my suggestion was immediately practical- that was my goal.

I totally understand the AI headaches. Drawing on inspiration from Unicorn Overlord, maybe the alternate attacks could have clear use cases? For example instead of two moves of the same type that deal different damage for different AP amounts, something like "Deals Double Damage if Target is Burned". That would be easy for the AI to prioritize, but more importantly, moves like that would be highly intuitive for players to understand and recognize when/why the AI is prioritizing it. I think it might benefit the turn-based mode too. Combined with the ability to toggle attacks, I think it would give a lot more control back to players in autobattle mode!

Once again I want to thank you for your kind reply. You've made my day!! I thought the story mode was really cute, so I'm more than excited to try a new run when the next update drops!!