>game loop
- Memorizing a tutorial instead of having it appear with info when relevant is a pain
- I felt I was introduced to too much stuff too quickly.
- Every character has so much going on description-wise and I have to pick between 6+ of them 4 times in a row
- You buy all your characters in advance which increases the unfun guesswork for new players while also limiting the depth of the game since you don't get to expand your party as you play. AFAIK all autobattlers are about changing units as you play so I don't think it's a good choice
- The status effects descriptions are really complex. You'll probably want to simplify them for the future so that players aren't confused when a lot of status effects are applying at the same time
>vibes
- I didn't really detect any since the art is AI and there's no sound. Not a big deal for an early demo since you can change this at any time, though
- I'd probably make characters who freeze/poison/whatever aesthetically themed around that
I think it's a fine framework for the early stages of an autobattler, but I'd like if were designed closer to an established formula like Super Auto Pets or something