Really good game. Art, writing, ui were all filled with soul.
I really appreciated how mechanically minimalistic game was. Felt like it cut out all the fluff and grindiness that these kinds of games often have.
Can't comment on balance, but the abilities of each mon seemed unique. Felt like each post-battle reward was an actual interesting decision to make. As with most games of the genre, finally rolling that triple gives some good dopamine and choosing each route makes the player feel like they have some control over difficulty and rewards.
As others have mentioned, the ability to slow down/fast forward combat would be nice to make it easier for new players to follow the action. Maybe also some sort of "action log" the player can scroll through to see each attack/effect activation?
A feature some other autobattlers have that would be nice here is some form of post-battle stats. Being able to see the damage dealt/tanked/healed etc of both your party as well as the enemies would make it easier to see what is working well and what isn't. It also feels good to make adjustments in build and see that reflected in some quantifiable way.
While I do like having to manage bench space vs active party space, I feel like the game does lose a bit of fun once your box fills up. A lot of other games let the player sink excess rewards into rerolling their offerings, whereas here I just end up skipping things. Maybe there's some sort of "breeding" where you can dump 2 automons at a day care in exchange for something else?
fun demo. looking forwards to seeing more of it in the future.