the idea has potential, but i missed feedback in the `main screen`. did i use the heal? nothing happened. oh yeah, there is this report textbox on the bottom right, and i need to keep hovering a unit to see its health on the right side of the screen.... so its like real time but also turn based but you have to keep pausing to parse the different UIs
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NecroBattler's itch.io pageComments
An autobattler that requires thinking? Whoah!
Good prototype, works fairly well. A bit wonky on the big screen. Love the fact that you can carry undead units into later battles, though it may also give the player a chance to snowball.
Spellcasting takes a bit of getting used to, I didn't fully get it from the tutorial.
But I quite like it, hopefully you'll keep working on it!
Pretty cool game idea, unfortunately my recording failed. (Thanks, Wayland.)
I was surprised that resurrected units stay with you after battle, that’s indeed an interesting twist. Just feels a bit stupid that you cannot rezz after battle end, so you have to plan a good line to max your resurrections. I mean, it is good gameplay, but frustrating lore.
Nice concept, definitely worth fleshing out further.
Pretty solid start I'd say! I don't have much experience playing auto-battlers, but I had fun with it nonetheless. Can't say much about graphics or UI since things are very early, but a few more indications that units are taking damage would be nice. I could see a character in the corner like a goblin who offers advice for each round also being a fun touch.
i suppose it's the point of the game, but raising the dead and being able to keep the ally to the next fight is totally broken in how much strength and utility it gives you. for some reason i had expected the game to play out like The Ouroboros King where you can build up allies through Slay The Spire-like events, which i think would have been more fun
the game plays out quite fast. that, plus the spell you're using being deselected when you run out of mana means it doesn't feel very strategic when you have to keep using spells to win
it was fun. there's a lot of potential here so i'm looking forward to seeing where it goes
-Did tutorial, neat idea for an autobattler to add realtime spell casting. Being a necromancer is fun too.
-Started a new game, it seems like if my units kill a guy then walk over him, I can no longer resurrect that dead enemy. I would assume that's unintended, but maybe it is?
-I learn resurrect doesn't work on dead undead, which makes enough sense and makes for a natural incentive to not throw away the undead lives so easily.
-Getting mana based on turn count is mostly fine, but it incentivizes the player to move their army as far back as possible so they have more mana by first blood. Not sure that should be encouraged.
-Would be nice if I could pause the battle so I could select my spells and such.
Beat demo, nice prototype you have there.
Got through the demo and it was super fun! I like strategy games and auto battlers and this is a great iteration of both. I like the resurrection mechanic that constitutes the core and the ability to pause and cast spells and cast spells post battle. It is hard to tell when your characters get damage and are low health, so a red indicator would go a long way. I would also love to see a longer demo of course. Great concept! I think you should continue and polish because the gameplay is fun!
I like it! Space to pause and having the UI be a lot less spread out would help a lot. Straightforward and east to understand. I think it would be more interesting if you started with more than one unit. Synergies between units, like in AutoChess, would be cool; for example getting three warriors would give them all a special attack.
Nice prototype. I missed arrows that would've shown the path or a highlight of what was the next target. I paused to use the abilities, it intuitively felt safer that way. Anyway keep deving anon!
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