Feedback

When players take actions, the game needs to respond quickly with rewards and penalties so they can learn what works and what doesn't. Without this feedback, players struggle to build a model of the game.

Concrete Rewards Provide Better Feedback

To ensure a player learns a game, it must provide a near-constant stream of feedback on the outcomes of their actions. This feedback consists of rewards and punishments they can directly link

Hoarding Is a Degenerate Strategy

If you have played a video game RPG, you may be familiar with the frustration of a full inventory. You explore and gather items, then suddenly run into a wall and must decide

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