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Strategy Auto-Battler Prototype Inspired by TFT + Mahjong

A topic by Justin created May 31, 2025 Views: 392 Replies: 5
Viewing posts 1 to 4
(3 edits)

Hey everyone,

I’m working on an early prototype of a strategy auto-battler called Kami, inspired by TFT with some light Mahjong-style mechanics, especially around discarding and reacting to what other players toss away.

▶️ Play the prototype (WebGL, no download):
Kami - Strategy Auto-Battler Prototype by Justin

It’s designed with mobile in mind, but for now I recommend playing on desktop due to current WebGL issues on mobile (e.g., pawn stutter, UI glitches). The final version will be a native iOS/Android app.

💬 What I’d love feedback on:

  • Does the discard mechanic feel strategic and natural in the gameplay loop?

  • How’s the pacing (gold gain, storage space, rounds, decisions)?

  • Are the synergies and unit types easy to understand and fun?

  • General thoughts on mechanics, balance, and flow

⚡ Quick Info (Updated):

  • Fast-paced matches (5–10 mins)

  • Discard system reworked: You now start with a full board and storage.

    • To buy a new unit, you must discard one you’re holding.

    • Discarded units are removed from the game—for everyone forever.

    • Strategy comes from managing limited space and watching what others toss.

  • Dynamic storage system:

    • You start with 4 storage slots.

    • Storage shrinks as you level up or combine pawns, but periodically expands again and refills with random units.

  • No selling: Every decision counts.

  • 3-shop choices instead of 4: makes every offer feel tighter and more meaningful.

  • Economy update:

    • Gain 1 gold per turn (resets each round).

    • You can now  save up to 3 gold. 

    • Win a round and earn +1 gold bonus.

  • Types & synergies: Units have traits that grant bonuses when combined.

  • New tutorial with screenshot callouts to help new players quickly learn the basics.

  • Updated visuals: New shaders and outlines to help units pop and improve clarity.

📝 Optional feedback form:
https://forms.gle/abRineCzDefzntfeA

Thanks so much for checking it out!
All comments welcome—even short impressions help a ton 🙏

(1 edit)

I played your game. Here are some notes on design and feel of the game. Please excuse me for sounding a bit negative, these are only my opinions and although I do like autobattlers, I am not a big fan of mobile games, so my feedback may be not representative of your target audience.
1) The time-based system is extremely discouraging, especially for new players. After losing first two fights while I tried to read ability descriptions I was very frustrated, and continued playing only to give a better feedback.
2) It seems that there are some interesting abilities and potential combos, but I had no chance to understand them due to problem above. Similarly, unit names and lore seems relatively fresh, but I did not have chance to enjoy it.
3) I did not understand what '1v1v1v1' means in Normal mode description. Is it supposed to be 4-sided fights?
4) Inability to see enemy units removes any chance for strategy / planning, which is perhaps good for casual mobile game, but I would prefer it the other way.
5) The constant removal of units is another detrimental element for me, it forces player to remember to buy extra 'trash' unit every round, for no purpose other than to disable this strange effect. The feeling of game constantly trying to sneakily screw me is unpleasant. Again. mobile players are perhaps more accustomed to such behaviour of games.

Sorry again for some critique, I wish you good luck in development.

Thanks so much for playing and leaving such thoughtful feedback—it’s super helpful, and I totally get the frustration.

1) Yeah, the timer is a problem for beginners, actually gave me a idea—I'll just remove it from Beginner mode entirely.

3) For the “1v1v1v1” confusion: basically there are three other AI opponents, each with their own teams. I’ll definitely reword that to make it clearer.

4) You’re also right about not seeing other players’ teams—there’s a backwards way to get a hint by looking at what units they discard in the trash list, but I’ll improve that by showing who discarded what, and who you're matched with that round. That visibility should help with planning.

5) As for the discard mechanic, I think I didn’t explain it well. Each round, one of your pawns gets removed from play—not just for you, but for everyone. So it’s kind of a way to signal what you don’t want, while also denying units to others. But sometimes if someone already has a pair of that unit, they might be waiting for it—so maybe you hold onto it instead. There’s more depth there but I need to find a better way to convey it.

Anyway, I really appreciate you taking the time to write all this out. It’s already helping me think about how to improve the early experience. Thanks again!

Quick update for anyone interested!

Based on some great feedback here and from playtesters elsewhere, I’ve made a few key design changes—most notably to the discard mechanic:

🟢 You now start with a full board and storage, and must discard something if you want to buy. So discard is now optional but tied directly into the gameplay loop. It feels way more natural and less like a chore.

🟡 I also removed the timer in Beginner mode, improved the tutorial with labeled screenshots, and adjusted the economy a bit (you can save up to 3 gold now for bonus income).

If you gave it a try before, I’d love to hear how the updated version feels! Or if you're seeing this for the first time, feedback—good or bad—is always welcome. Thanks again!

I clicked run game but all it showed was a black screen. Based on the itch.io page It looks like a cheap mobile game. Despite this harsh feedback much respect for even making a game, most people dont get that far

Hey! Yeah, WebGL’s been super buggy lately—sorry it didn’t load for you. Totally fair on the “cheap mobile” look haha, between the temp art and vertical layout. I’m realizing Itch might not be the best fit for this kind of project.

Really appreciate the feedback though—thanks for taking the time