Without Repetition, Autobattlers Are Just Theorycrafting

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

Reusable Defenses Favor the Winner

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

Every Unsolicited Resource is a Goal

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