
Skill based features in auto-battlers, hot or not?
Hi r/AutoBattler ,
I'm solodev of "Blade Rising" ( bladerising.com/play ), It's new incremental pixel RPG.
Conquer 1000 Floors of Evil as a Dachshund Knight on the road to Ascention!
Combat is at core auto-battler.
Long story short Floor is a series of 10 battles:
- 7 common
- 2 elites
- 1 mini-boss
There are many ways to upgrade idle combat like:
- upgrades gear up to 100th level thru 6 tiers
- Prestige Ascention boons, over 100 unique with inner progression
Things like that. But there is also an active aspect.
Weak Spots are those target practice on a screenshot.
There is a chance it drops, you can tap it for extra damage.
At first you unlock just 1 but with game progression and boons you can unlock up to 9.
There is also Laughting Skull, bottom right which alters time speeding it up.
So the question is:
Do you like active skills as addition to AutoBattler?
Or if you play auto-battlers, idlers you'd rather stick to that without skill based mix?
In Blade Rising I'm designing it in a way that player can choose which features to upgrade.
So if you're autobattler you can improve those aspects and keep core gameplay idle.
What is your opinion on that?
Hot or not?
If you have a feedback or some examples from other games you like please share it.
I develop Blade Rising in close relation to players feedback and early community (discord: https://discord.gg/fCU29JUYt ), updates weekly and it's going well so far!
You're also most welcome to try it out, would be cool if you play it. It's free