funny and cool idea with the speaking system. I like the visuals. :)
THE B345T
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About the unit reward: It showed up and I had 3 buttons to choose one of the unlocks. It just was not possible to press them. Like I clicked and nothing happened.
I think the teasing did not work that well for me. I did not know that the archer was locked and i kept waiting for it.
I know it is way harder than it seems at first to get the feeling right. You have a cool new mechanic with the trading thing but the downside is it is not so easy to make it fit in with the “traditional” auto battler gameplay loop. I still think you are on the right track here so keep improving it ! 😊
Hi :) Just tried it again. I think the “ending” makes it a lot nicer to play. I felt like I had a goal that I can achieve. At the end of the game there was a bug and I could not choose a unit to be added for the next run. Also I was waiting for an archer to show up because the arrows and bows are still available even though the archer is not. I think it would make sense to have those unlock together.
The biggest problem I see now is the economy. The absolute best thing to do is to do the fights and then sell the figures you gain from them (75 each). this gives you way more money than trading and it is super easy to do. I think either trading needs to be better (better margins) or the figures you gain from fights should be worth less. I think making trading better is the nicer approach but just try it out. Also I think it might be nice to gain some money after each fight because otherwise you can end up in a “hole” without money and then you cannot trade etc.
Overall I think you are moving into the right direction. The “remove from team” button in the inventory is also a great addition. :)
Thank you so much 😊
Yes i think with a limited run duration and the unlockable units you have some great incentive for players to play multiple runs and to experiment. The runs could also unlock difficulty levels for each time the player wins (like the difficulty in balatro).
Also I thought about the Infos you can buy about the units. In my first playthrough I bought them because I did not know about the units but it did not seem useful the second time.
Maybe they should also give you a bonus on the sale price or maybe let you see the condition of the items before you buy them etc. i feel like currently they are not interesting once you know the game a bit. This would make the game even more difficult as a new player because you need to buy them.
The idea of the info being an item you buy is interesting though and it feels nice to have the tutorial be part of the game somehow.
Again i think you have a cool and interesting concept here. Just keep improving the design and it will be great. 😊
Hi :) I just played it again and it is still way too easy imo. I had my build fully done by about day 10 and I never had any problem to win a fight. I played again util day 15 and even though it felt like the fights were a bit tougher it still was not enough to make me loose a fight.
I think boss levels would be a nice idea. They should be a lot more challenging. In general I think the pacing for the difficulty in general should be faster. If the player can “finish” a full build in about 10 days then this should be the final level of the run and it should get more difficult quickly. Maybe day 10 is a boss level and after beating it the player unlocks a new class/faction for the next run.
With this you can make sure that new players understand the concept and do not get overwhelmed by too many different units. also experienced players will have access to more units and cool combos.
IMO playing after the build is finished feels boring. The fun part is assembling the team and trying to find the pieces you are missing in the listings. Once you have that there is nothing to do really. So I would make it so that it ends after this.
Also I now played with a mouse and the scroll speed in the listings panel was way too slow.
Here is my build:

About the goal: I think there are already good games out there that show you how this could work. For example in many autobattlers you have async multiplayer with a leveling/ranking system. So you play until you either get 10 wins or loose all your lifes. then you either rank up or down and get more difficult or easier oponents in the next run. I think this sort of dynamic difficulty could also work without the async multiplayer. You just make the oponents stronger for better ranks and weaker in the lower ones.
For the Fight listings I am not so sure. One Idea I have would be to add a time limit to the fight so that you need to finish them off quickly. This seems like an interesting challenge as it might be difficult to guess beforehand if you can win. Also it might just cost something to do the fight. The fights could also be much more difficult to just make it harder to win them. This would be kind of like the mechanic of “mini-bosses” in a lot of roguelike games. They are high-risk high-reward. If you loose the fight It should have a negative consequence like maybe loosing one of your teammembers.
The idea of having many units is great. I would wait with adding them however. I feel like the current units are already interesting and allow for some interesting strategies. I would first concentrate on fixing the issues and only then add more content.
Again I think you should keep working on this. I like it a lot. :)
I played until day 15. I kinda had all the units I wanted and I did not feel like it mattered anymore to improve my team.
I think the core concept is fun and feels fresh. It took me some time to figure out how to make money but then it was really fun to “trade up”.
The flash sales are a nice adrenaline kick and it really feels like you have that time limit like when shopping on ebay. However I was playing using a touchpad and I struggled to click fast enough (especially if you need to sell something before).
I think the UI still looks kinda “buggy” but I did not miss any info. I felt like the game was too easy and that there was not a clear goal for me to feel satisfied with.
Also the balancing for the fight listings feels very broken. They are so easy that there is no drawback or risk for doing them and the rewards are huge.
Overall the game and concept feel interesting to me. I think you should develop it further and figure out solutions for the problems it currently has. :)
Also great work so far! Congratulations. It is fun to play already
That is great to hear :D It was inspired by this gem: https://store.steampowered.com/app/2400160/Glyphica_Typing_Survival/




















