Feedback is essential when learning games. But choices made in autobattler games occur outside the battle itself, delaying feedback and hiding which choices led to success or failure. Autobattler feedback becomes comprehensible only
In any multiplayer game with strong interaction, players will naturally tend to team up against whoever is winning. Such games commonly provide ways to defend against attacks from other players, softening or negating
Players need goals. Without them, gameplay loses its meaning. But they also prefer to choose their own objectives. Telling players what to do next robs them of agency and makes games feel like
The first decision players are confronted with in many games is "who goes first?". But the value of going first differs wildly depending on the game, with few common heuristics to
We want players to feel like they are getting stronger over the course of the game, but increasing their power level as a function of time alone feels unearned. Players want progression to