As a 'Mon enthusiast and fellow GameMaker enjoyer, I set a 15-minute timer after reading the disclaimer on the title screen and vowed to just keep playing no matter what.
It was not the worst experience ever, but Automon needs a more intuitive UI ASAP. Clickable buttons and inactive buttons look the same, as far as I can tell, and adding to the confusion, similar buttons that are clickable in certain screens may not be clickable in others. Not that I could tell them apart, anyway. Buttons frequently became unresponsible while clicking the Sonnenrad Area, I mean, Wild Area map, for example. I had to let the timer hit 0 in order to let the game progress a few times. I eventually filled my team with Automons, but on the following encounter, the game wouldn't let me capture the wild Automon it offered me, or even refuse to capture him, or let me step somewhere else on the map. Softlocked, I restarted the clients.
On the second playthrough, I found out that you have to walk to the same map to pit a client against the other. This is both a cool detail and a technically impressive feat (the GML netcode scares me to this day and I respect anyone who can make it work) buuut... you know, having a way to play without juggling two windows across the screen would be cool too. Probably much easier to implement.
Sorry if I sounded too negative about the UI. I like everything else! I didn't find that swole LORDbug over there during my run, but I do think he's iconic. Rock Polishing the Stone Edges and Lagging Tails, this can become a fun game to autorun! While I will always prefer the standard Pokémon experience and haven't played this one yet, maybe you can get some cool ideas from PokéRogue and adapt them into Automon. From what I've seen in gameplay videos and the rave reception it got, there may be something good to learn from it...
Playthrough: 15 minutes.