Of course, I agree with you that drafting pieces and assembling your build is the actual gameplay. What I meant was more about finding the right balance between the decision-making phase and seeing the results of those decisions in action :D
In the autobattlers I’ve played, the process usually feels slower and more natural because you make choices gradually as the rounds progress. Here, when many options are presented at once, it can become a bit overwhelming before you get a chance to understand how those choices actually perform in battle.
One possible approach could be introducing the choices gradually. For example, starting with 1v1 teams, then expanding into 2v2, 3v3, etc. Instead of making the player choose everything at the beginning, you could give them 3 choices for the first team, let them play for a few minutes, then introduce another set of choices for the next team. This way, players have time to understand and connect with each decision they make.
Also, thanks for trying ZAR! I’m not sure what caused that bug. After rolling the dice, you should normally be able to press “Accept Rolls” or continue rolling depending on how many dice you have remaining.
If you were playing the web version, there might have been an additional issue since the web build is not as stable as the Windows version. If the same problem happens in the Windows version as well, I’ll definitely look into it and try to reproduce the issue.
Thanks again for the detailed feedback!