it feels like the main victory determinants are 1) tactical placement at the beginning of battle and 2) metaprog purchases. that doesnt particularly inspire me personally, but i can see the fun in it. i am interested in the overall aesthetic, so i (selfishly) hope that it moves away from the metaprogression before final release, but we will see
I think the issues with the AI are that the game is grid based, you can't move past your allies and there are a whole lot of obstacles. They do seem to follow the shortest path to an enemy, but that often involves going on some long detour because shorter paths are blocked by allies. I don't know if the AI can be fixed too easily, because the problems are created by fundamental design decisions. Although it's certainly possible to have more complex AI behaviour that could better deal with this (plain shortest-path is one of the most simple AI there is). This probably wouldn't be such a big issue if you try to account for this by sticking to one melee unit, planning ahead or placing the melee units on opposite sides of the map. But either way, it's still not great.
New to autobattlers but love what i have played so far thanks to your recommendations. Dont suppose you have anything like a top five or main recommendation please
Astronarch Yi Xian The Last Flame Teamfight Manager Are four that come to mind immediately, I guarantee there are a mountain more that I'd recommend but those are my knee-jerk reactions.
@Retromation thanks will check them out. My reflexes recently have suffered and as a result I can't play action games fps etc well. Auto battlers for me seems to be a happy medium as well as using strategy and have the time required to think so thanks for highlighting these games
I know you had some critiques, but truthfully I think you went easy on the game. This looks mechanically very poorly considered and surface level. It feels like it was made with a checklist of what people think they like and spit out something soulless.
Absolutely, I love autobattlers. I've played probably close to a hundred by now. I don't think I have never felt this upset at my characters because of the unique combo of how stupid they are at performing their roles, and how punishing it is for them to _be stupid._ It would obviously get nullified a bit by metaprogress after grinding for hours but _boy_ does that grind sound like a slog.
@@Retromation Yeah that sounds frustrating not fun. There was that early autobattler where you trained professional gamers and they controlled characters. That was fun and the multi-tiered controls you had gave you a sense of both not being in control because once you hit the button whatever happened, happened, but also of being in control because you dictated tactics, characters, players, etc.
The algorithm gods have finally been kind. How was I never recommend your channel before?
Binging your stuff right now.
Thanks for the great content!
it feels like the main victory determinants are 1) tactical placement at the beginning of battle and 2) metaprog purchases. that doesnt particularly inspire me personally, but i can see the fun in it. i am interested in the overall aesthetic, so i (selfishly) hope that it moves away from the metaprogression before final release, but we will see
I think the issues with the AI are that the game is grid based, you can't move past your allies and there are a whole lot of obstacles. They do seem to follow the shortest path to an enemy, but that often involves going on some long detour because shorter paths are blocked by allies. I don't know if the AI can be fixed too easily, because the problems are created by fundamental design decisions. Although it's certainly possible to have more complex AI behaviour that could better deal with this (plain shortest-path is one of the most simple AI there is).
This probably wouldn't be such a big issue if you try to account for this by sticking to one melee unit, planning ahead or placing the melee units on opposite sides of the map. But either way, it's still not great.
Perfect now I have something to watch while laying in bed sick!
*HUGS!* Feel better!
New to autobattlers but love what i have played so far thanks to your recommendations. Dont suppose you have anything like a top five or main recommendation please
Astronarch
Yi Xian
The Last Flame
Teamfight Manager
Are four that come to mind immediately, I guarantee there are a mountain more that I'd recommend but those are my knee-jerk reactions.
@Retromation thanks will check them out. My reflexes recently have suffered and as a result I can't play action games fps etc well. Auto battlers for me seems to be a happy medium as well as using strategy and have the time required to think so thanks for highlighting these games
@@robertkitchingman4592 If you don't mind autobattling other players instead of AI, Mechabellum is also a top pick.
Tactical autobattler sounds like such a contradiction
Exactly
''hello everyone, today we are trying MetaLock-ed Station''😂
The game looked fun at first but the AI is so bad it doesn't look like it's playable, i mean in an auto battler the AI is pretty fucking important
When you said “often” I swear I thought I heard a New Yorker accent son !!!!
I know you had some critiques, but truthfully I think you went easy on the game. This looks mechanically very poorly considered and surface level. It feels like it was made with a checklist of what people think they like and spit out something soulless.
Headless chicken ai
This game looks fun but it seems like it needs some AI upgrades.
Absolutely, I love autobattlers. I've played probably close to a hundred by now. I don't think I have never felt this upset at my characters because of the unique combo of how stupid they are at performing their roles, and how punishing it is for them to _be stupid._ It would obviously get nullified a bit by metaprogress after grinding for hours but _boy_ does that grind sound like a slog.
@@Retromation Yeah that sounds frustrating not fun. There was that early autobattler where you trained professional gamers and they controlled characters. That was fun and the multi-tiered controls you had gave you a sense of both not being in control because once you hit the button whatever happened, happened, but also of being in control because you dictated tactics, characters, players, etc.
"meta progress" should only exists if you are going though a lvl to another one. I don't like games that give you things if you lose