Honestly, seeing the variety of characters and the well-designed stats made me quite excited about the game. However, I felt that the character selection and battle preparation phases were a bit overwhelming, with too many menus and information at once.
Starting the game with 10 to 15 choices back-to-back made it difficult to keep track of what I was actually building. At first, reading each stat and ability was interesting, but after a while I found myself just picking options to get into the game rather than thinking about the combinations I was creating.
After finishing the selection phase, I also struggled to understand how to assign items, upgrades, and equipment to my teams. I got a bit lost in this section, and I think this part especially needs improvement if the goal is to appeal to a wider audience. As a player, you naturally want to get into the gameplay faster. I think these decisions would feel much better if they were introduced gradually throughout the first few rounds instead of all at the beginning.
The battle screen also feels quite busy at the moment. I think it could benefit from a cleaner presentation and a clearer focus. The effects look nice, but the battles themselves currently feel a little lacking in impact. It mostly feels like the sprites are just moving around rather than creating a satisfying combat experience. This area could use more visual feedback and stronger impact.
As someone who enjoys autobattlers, I actually like reading abilities, thinking about synergies, and planning compositions. However, when too many choices appear before the game even starts, it becomes difficult to remember why I picked certain things or what strategy I was trying to build. After a while, I found myself forgetting my initial plan and just making choices to progress.
I hope these areas continue to improve because the characters and team compositions seem very well thought out. For me, the main issue is not the core ideas, but the presentation and pacing of how these systems are introduced to the player.
By the way, if you are interested, you can also try our game ZAR. It is a 3D physics-based roguelike dice game that we have been developing for the past few months.
We are currently in the early demo stage and actively improving the game based on player feedback. We are planning to release a Steam demo in Q1 2027, so feedback from players is really valuable for us during this process.
You can try the demo here: https://happysealgames.itch.io/zar
We would love to hear your thoughts if you have time. Thanks again for sharing your feedback, and good luck with your development!