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so apparently attempting to imediately place a unit in the distill square without buying it crashed mah game... shame i was about to perfect the run

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Oh no! sorry about that and thanks for letting me know I'll look at that

How do you merge? I feel dumb because I've been trying to figure this out for hours

line up 3 units of the same type, you can't merge level 3 units btw

Giving the Heretic Assassin the distillation from the faithless pylon makes it loop attack forever since spike damage taken only counts after it stops attacking... could this get fixed somehow? like maybe the distillation of faithless pylon only procs once per turn of the character? cause now my run is stuck :'(

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Oh dang! thank you so much for letting me know - there are so many combos now its hard for me to test them all. so sorry you got stuck - yea i think maybe it should just proc once? I'll try and get a fix up for this sometime this weekend

i think it also goes for the distillation with "before attacking" from the Hero slayer and the "on attack" from the Prophet's guardian, but i'm not entirely sure since i haven't tried those out.

Man i love the new mechanic, distillation can finally make Heretic Assassin really good

🔥

There's a glitch with the Hero Slayer, his ability says he gains +atk before attacking, yet the damage it deals is the same as before the "buff"

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Ah dang, thanks for letting me know - I'll try and get that fix in soon.

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I've think I've fixed this + the Heretic Assasin/Faithless Pylon distillation problem, but only on our beta branch here: https://newbeings.itch.io/order-automatica-beta

I'll need a little more time to get that + a bunch of other fixes up on this main page. Thanks for the heads up on everything again!

great game nearly won at rank 3 with summon build but i got a bug where if units (war machine) combine mid battle the set up for battle will be saved like hp and atk stats (including negative hp which kills the unit mid turn) and the combined unit, pls fix

Apologies for that! I'll get on it!

just uploaded a new build with this fix - thanks again for letting me know (unfortunately, uploading a new build deletes save files, but i hope to fix that in the future!)

I'm loving this new update! I really love the new looks, the shop, also feels like i'm making progress thanks to the 3 different levels

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Thanks! I'm glad you're enjoying it : )

Love all the visual improvements!

Potentially unintended behavior? When I dismiss a held unit, it triggers the essentia item that gives extra essence. This makes that item into a +2 essence per round with no downside, which is weird. Taking a unit off hold should probably not trigger on-sell effects.

Some feedback:

I like the changes you made from the build I played last year. That said, the gameplay has a pacing issue. The pool of units and indulgences is very small and they're all designed to be equally balanced, so there's functionally no power curve. Every turn feels exactly the same. 

Some games solve this through a rarity system, others solve it through a tier system where you can level up the shop to find higher tier stuff. More content would also help. Since the pool is so small, I find myself picking the exact same indulgence or units every round since it's so reliable to get extra copies and they all scale well. Diluting the pool would help force more variety into the game.

One last note, with damage no longer persisting between rounds, the game is now very easy. The AI might need more work or some more gameplay advantages. It could also be fun to give the AI access to units you don't have access to. Playing against different stuff might be more interesting than it always being a mirror match.

Hey! Thanks for coming back and playing again and for taking the time to leave such thoughtful feedback.

1. Essentia triggering when selling held unit: Haha this is an interesting surprise! I've been trying to make things as systemic as possible, and I didn't know about this effect. I'd like there to be weird secret things like this in the store phase, but i'll have to think on whether this one makes sense. Possibly changing the wording of Essentia might help.

2. Power curve: I totally agree with you here - I do plan to do something with unlocking units and playing against units you don't own. I think a tier system could also be viable. And for sure the actual pool of units is quite small compared to what I'm eventually hoping to have. 

Thanks again!

really fun, i always find myself building a team around the ONE TRUE CELL XD. btw, any ideas on when you're releasing this? it's really good and i'd love to play it on steam

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Thanks! You're a true believer - all hail cell 5.

We hope to release it this year, but we're currently only working on it in our spare time (apart from our day jobs), so it's hard to give definite timetables.

But it's coming along! We've been working on a huge update that will hopefully be out in the next few weeks 🙂

I gotta ask, when the heretic assassin does it's ability, when it says "random" does that mean that it will attack anyone so long as no one from the enemy is holding a hormonal amplifier? because when i have multiple heretic assassins and no enemy has the hormonal amplifier they still only attack the same target.

Correct, anyone without hormonal amplifier. I've noticed that too and it's possible it's a bug - I'll look into it thank you!

np, it's really fun what you have made

oh sick there's a whole table of units and items at the bottom

yea! I just added a bunch more units and moved the table of everything to a separate devlog page here: https://newbeings.itch.io/order-automatica/devlog/421124/allies-items-and-indulg...

Really cool game, I enjoyed the experience. My feedback:

Kudos for:

  • Art & Music fit the theme of the game
  • HUD & UI help to understand the game without having a tutorial
  • Good selection of minions and items

Need improvement:

  • Synergies, I see a lot of things that get around cell 5 and make me play always: heretic + cell guardian + book
  • I never play prophet guardian, and also see a benefit when I catch one on the enemy side

Thanks for playing! Yea I think that synergy is probably OP right now. There will definitely be lots of balancing to do on my part.

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i found this infinite essence glitch where you click on one of your allies then you chick out then you can dismiss forever and get infinite essence

haha nice! I was wondering if anyone would find that : ) I'll definitely have to nerf that at some point - maybe where you get more essence, but you can only do it once per store phase. thanks for playing!

The feature that pauses the game when an ability procs is an amazing teaching tool. Made learning the game a cinch. 

I really respect the decision to design an auto battler where death, damage, and even summons persists from combat, however, I am concerned about this design. There's a reason why no other games have done this, and it's because it makes the game into a real feast or famine situation. 

Right now, it feels like the only way to win is to abuse the 5th cell to make one unkillable unit, and scale from there. When I did that, the game felt pretty trivial. When I wasn't doing that, I was having to rebuild my comp nearly from scratch every round. Playing the game "fairly" just felt like re-doing round 1 over and over again because I couldn't get any of my units to stick between rounds.

Another consequence is many of the relics feel useless. Why would I ever spend money to give an on death effect to a unit if it can only ever happen 1 time? The only time I'd consider buying this is if my board is full, at which point I probably was already winning anyway. The relic that gives a unit taunt is useful, but getting the pair feels actively bad because you'd only ever want to put it on the unit which you're scaling in the center cell. But that's also bad because that's the unit you want to draw damage away from, so it's kind of a cursed problem.

Game is very cool and promising, but it really needs some more systems to complement allies not reviving between rounds.

Thank you for taking the time to provide so much feedback!

I definitely agree with you about the problems around persisting effects from combat. I'm currently considering changing this. I think the problems are compounded by the fact that the game has one loss leading to total defeat. I think the summons persisting from combat is the one especially interesting thing here, but maybe that could be some kind of item or indulgence - I'll probably have to try some things and see.

You point about the on-death items is very interesting too. They become completely different if a unit were to be resurrected after each combat.

Thanks again! Feedback is very appreciated.

Having problems with the game loading, sent you a DM on Reddit

Thanks for letting me know! For anyone else wondering who might find this: Looks like the game isn't working on the itch.io app right now. I'm not really sure why, but I'm looking into it. In the meantime, you should still be able to play this in a web browser.

Neat game!

Super fun! just beat the first ritual :) wishlist on steam already!

Thanks for playing, and thank you for making such great assets! They really motivated me a lot during development ❤

I bow to the glory of cell 5! :pray:

The One True Cell 🙏🏽

heck yeah. This game is already a ton of fun, and has a ton of potential too. Keep up the good work!

Thank you! Thanks for all the feedback : )

nice

Altar Beast is my fav, I think. There’s something really sweet about getting a good summoning team going!

Altar Beast rulez - very charismatic. Yea summoning is always super fun : )

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