Skip to main content

On Sale: GamesAssetsToolsTabletopComics
Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

I'm not a big fan of Pokemon, disclaimer. With that being said, I really enjoyed this and I think you've got something cool!

- I was audibly laughing out loud at the intro scene where "automons can't bond" and "you are legally obligated to become the champion" lol. It's a funny story

- I like the concept of managing your party vs managing your box, and battles going automatically where you can't change anything. It takes out the boring parts of pokemon and rpgs for me, which is a big plus.

- One thing that confused me -- at first, I would try to swap out automons from my part into my box mid-battle. There was no UI feedback to let me know this wasn't possible, so it was confusing to me. Make the automons "greyed out" during battles, or if you attempt to move them, make them shake side to side quickly to signify "this can't be done". Look at some software UI/UX design videos/blogs on how this works, there are ways to signify to the user "this action can't be done now" vs "this action can be done now"

- Overall, it was intuitive and I knew exactly what I had to do when I started.

This is a neat concept, well done!

I didn't even consider the dragging in battle thing to be honest, it was so ingrained into my brain that I assumed it's obvious. But you are right, there does need to be a visual indicator that you can't move them in battle when you try.

Thanks for playing and taking the time to give feedback. Glad you enjoyed it!

Np! I have so many of those "so ingrained into my brain that I assumed it's obvious" moments lol. Playtest feedback has been crucial to me in figuring out those moments. Best of luck