I suspect at some point there will be "packs" like super auto pets. IF they keep them at a reasonable rate or purchasable with the in game currency that would be a huge w. Also the game does have a single player story mode so it doesn't feel like a cash crab type thing
@@gamingwithjeffA game called CROPS which is similar to this is getting a little popular it's a backpack management and super auto pets like game with plants but does cost like 8$ and have Halloween skins RN to earn season 2 just started
Doesn't look all that great, simply because you can't stack the same animal since the shop is so random, and at 5+ fights it does seem as if you need to stack the same animal type.
Maybe, cats just felt op atm. Once more people get there hands on it hopefully they get some better data for balancing. That said, I certainly need more hours in it. Maybe it's actually balanced and I'm just trash lol
@@gamingwithjeff from this early look it def. looks to need some more balancing so you don't NEED a specific setup for successful runs, ofc sho0uldn't just be "whatever you pick makes you win" either, but i think the items can be that balancing point, that and the food stuff, that looked interesting.
gonna be honest, it looks like a worse super auto pets, and that's coming from someone who thinks SZAP has really bad monetization. they took the simplicity and easy readability of SAP, and tried to make it something more complex. but ended up with a jumbled mess that does not look fun to play. too much info too many variables, positioning, the combos, the whole setup. even the UI is very ugly and uninviting. in SAP, you can just mouse over, and know what something does, even if you dont grasp what how it works because it is written in a confusing way, you still have the "well, lets try and see if we can figure it out" aspect. but in here, its hard to understand even what is happening. they should've done lanes, or something similar. as is, its just too much to even look at.
I think my biggest issue atm is the attack damage/hp/atk speed/crit stuff being WAY to much info to process when there's 16 units on the board. The positioning is actually becoming more interesting the more I play it. The whole Tank/Ranged Dps/Assassin dynamic is interesting. Maybe a per round damage meter with stats likes damage done/taken/healed would help?
@@gamingwithjeff i dunno, to me, it feels like this game is trying to offer too many options, but when things get this complex, it always ends up creating metas. the more "complex" the more cookie cutter builds and teams will be. there is the rng, but as is, people will just give up on runs that they cant get a good team.
@@marcosdheleno Yeah, I get where you are coming from with that, but I kind of just accept it at this point until someone solves it. Even SAP (I used to play....a LOT, before I started the channel) had a meta every patch. Being more complex *should* make it easier to counter meta builds, but again, if its too hard to parse all the info what's the point.
@@gamingwithjeff i complexity only works up to a point. after that, the meta becomes stronger. not because it doesnt have counters, but because its too much of a hassle to keep trying to beat your head against the wall. besides, its not like you can really counter in this type of game, since its too filled with rng. so chances are, you try to build against a meta, but that counter just get steamrolled by a diferent meta that counters yours.
Yeah game needs to be balanced up and hope they bring in more combos and bears etc etc
There's another mode that unlocks once you get 10 wins, looks more interesting, once I unlock that if it's good I'll show it off
@gamingwithjeff heck yea I've only gotten 9 wins in arena and the other mode lol cursed
I wish I could be so optimistic about monetization, lets hope You are right tho, cuz the game looks fun.
I suspect at some point there will be "packs" like super auto pets. IF they keep them at a reasonable rate or purchasable with the in game currency that would be a huge w.
Also the game does have a single player story mode so it doesn't feel like a cash crab type thing
@@gamingwithjeffA game called CROPS which is similar to this is getting a little popular it's a backpack management and super auto pets like game with plants but does cost like 8$ and have Halloween skins RN to earn season 2 just started
Doesn't look all that great, simply because you can't stack the same animal since the shop is so random, and at 5+ fights it does seem as if you need to stack the same animal type.
Maybe, cats just felt op atm. Once more people get there hands on it hopefully they get some better data for balancing.
That said, I certainly need more hours in it. Maybe it's actually balanced and I'm just trash lol
@@gamingwithjeff from this early look it def. looks to need some more balancing so you don't NEED a specific setup for successful runs, ofc sho0uldn't just be "whatever you pick makes you win" either, but i think the items can be that balancing point, that and the food stuff, that looked interesting.
gonna be honest, it looks like a worse super auto pets, and that's coming from someone who thinks SZAP has really bad monetization.
they took the simplicity and easy readability of SAP, and tried to make it something more complex. but ended up with a jumbled mess that does not look fun to play.
too much info too many variables, positioning, the combos, the whole setup. even the UI is very ugly and uninviting.
in SAP, you can just mouse over, and know what something does, even if you dont grasp what how it works because it is written in a confusing way, you still have the "well, lets try and see if we can figure it out" aspect.
but in here, its hard to understand even what is happening.
they should've done lanes, or something similar. as is, its just too much to even look at.
I think my biggest issue atm is the attack damage/hp/atk speed/crit stuff being WAY to much info to process when there's 16 units on the board.
The positioning is actually becoming more interesting the more I play it. The whole Tank/Ranged Dps/Assassin dynamic is interesting.
Maybe a per round damage meter with stats likes damage done/taken/healed would help?
@@gamingwithjeff i dunno, to me, it feels like this game is trying to offer too many options, but when things get this complex, it always ends up creating metas.
the more "complex" the more cookie cutter builds and teams will be.
there is the rng, but as is, people will just give up on runs that they cant get a good team.
You are CORRECT, having to scroll over everything just makes for boring gameplay. It should be easier to quickly play and far less clunky.
@@marcosdheleno Yeah, I get where you are coming from with that, but I kind of just accept it at this point until someone solves it. Even SAP (I used to play....a LOT, before I started the channel) had a meta every patch.
Being more complex *should* make it easier to counter meta builds, but again, if its too hard to parse all the info what's the point.
@@gamingwithjeff i complexity only works up to a point. after that, the meta becomes stronger. not because it doesnt have counters, but because its too much of a hassle to keep trying to beat your head against the wall.
besides, its not like you can really counter in this type of game, since its too filled with rng.
so chances are, you try to build against a meta, but that counter just get steamrolled by a diferent meta that counters yours.