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Thanks a lot for playing and for the feedback! We know this is a very niche type of game perhaps, so if you never played autobattlers it might be daunting ... explaining that there is a type of game that you kinda do not play directly ....  adding hand guided tutorials is not a simple task and we are always discussing whether doing it is worth the work, for maybe the ones that like this type of game wont need it, idk, still figuring it out. what do you think, do you think its absolutely necessary to add such tutorials?

Yes we did not limit the money for now, so you can go into infinite debt lol.

About the battles being repetitive due to very similar builds, we have some thoughts:
- Until now most builds were made by people that took part in the jam, so its expected that most of them did not spend enough time to do some more creative builds (except for a few players that seemed to genuinely enjoy this type of experience and spent hours to get to the top of the ranks) so most builds are kinda boring for now I see, but I hope once there are more people playing that is going to be solved (hopefully lol).

- We are having some trouble with the match selection algorithm for the moment, so you always end up facing the same builds (that will be fixed soon I hope)

- We plan on having more maps with different terrain and maybe things like rain, meteors and stuff to make battle less predictable

the thing about the art, yeah, I am the one to blame for that lmao ... the artists told that all time but we had no time to fix ... tbh I do not if we will be able to be always consistent in the asset resolution due to it being a simulation and things being enlarged automatically ... that begs a last question, if you dont mind .... do you think we maybe should try to ... not use pixelart? because it would be very hard to guarantee resolution consistency in midst a battle

There is a feature in Unity (and I'm sure can be implemented anywhere else) where you pixelate the output of the camera rather than using pixelated sprites. This means you don't have to worry at all about consistently sized pixels, and the sprites themselves can even be drawn! Although the output might look odd in places where sprites rotate it would probably still look more consistent than randomly sized pixels?


For context I've only ever played one autobattler a LONG time ago, but I still don't think a deep comprehensive tutorial is necessary. If the UI gets cleaned up, I feel even people who haven't played this genre before will get it.