Holy cow. When do you sleep ?
Can't wait to have my mittens on all this.
TontonBoo
Recent community posts
I think you should know AI created content gets smashed by some reviewers, especially if the Steam page doesn't report properly how much AI generated content is in there. And since your project looks at least clearly AI-helped, I think you definitely should prepare carefully your page with clear-cut and honest AI generated warning. I want to believe you when you say you're just using the model for help, as a tool, not vibe-coding, but people on Steam won't have this courtesy.
If you want to have a look at what I mean, there is this Football Manager game that just entered early access, and looks suspiciously like yours visually. Even the fonts and the palette ...
https://store.steampowered.com/app/4860970/Football_Agent/
And have a look at the negative reviews. And at the general presentation too - why not. Since your project is sorta kinda in the same ball park. Looking at how others in the same "market" do their thing is never a bad idea.
Also, I understand you can't / won't use visuals as of now, but know that the fantasy-team manager / autobattler genre is already growing, and that some have very decent visual engines, sprites, animations, and all that glitter. Have a look at
https://store.steampowered.com/app/4560660/Eslabong/
There are also some good ideas in there for classes, formations and battle orders, if you want to have a look at something that works fairly well as an autobattler (you don't have to play it yourself, you can automate the fights, even the Captain).
And maybe consider doing something visually at some point, and some battle music maybe, if you wanna attract more customers.
Best of luck with the launch.
Since you did the dice-rolls thing, and honestly, you did it perfectly, exactly as I imagined.
Another little something to build anticipation, and give more gravitas to the autobattler. After all, the battles are sort of the most important thing happening, the event when all your efforts and training and crafting come to fruition ... or not. So, my idea :
A presentation screen before the battle starts, something showing "your 4 guys vs those 6 monsters", and showing which token means which monster "4 Gobelins (GO token) and 2 Kobold Shamans (KS token)". So, before the battle, I'd know what "KS" or "GO" is instantly, and understand what is happening during the battle ? Also, waiting on this intro screen for a click (like for the dice rolls) would mean the battle would start when the player is ready to watch. Sometimes, my battle starts off screen, and I lose some rounds while I fiddle with the screen.
So, it would give the player more info before the battle (token identification, type of monsters), build anticipation("I have to fight these now ? damn, I hope I can win") and give the player a voluntary action before a fight happens ( "I am the commander, I decide when the fight begins, now go !").
Just started a new playthrough with the new version. QOL progress is great. Lots of things I like. Anyway, the nitpick :
I think the player should "throw the dice" himself on hazards & puzzles. Click the dice, look at it "roll" to build anticipation and give it a "come on come on come on" moment. A two or three seconds roll, nothing flow-stopping. And an option to disable this - back to automatic, no roll, fast result - for those that want it.
My two cents anyway.
Ok, so I'll hit you with another idea. Something a lot more complicated (impossible ?) and maybe a bad idea that you should forget about. You tell me. Here comes.
When watching battles, to help connect the orders and the visuals maybe you could add above hero cards the order they are executing right now. That would help understand what's happening instantly, and what to change or to keep for a successful strategy. See poorly executed screenshot. The notifications that happen on the map "Grundak sees an opening and goes for the kill 43!" in a banner are short-lived, not really informative and take space on the map. Maybe a critical hit could be visualized on the character token directly instead ? A fat "43!" in red on the token ?
That's it. Thanks if you read this far. 
I know I can check the calendar to know what's coming next, but since the Dashboard already gives me the next delve for the league in a handy clickable window that takes me to delves, could there also be a "Next event" that takes me to the calendar ? Like the beast hunts, defend city, invasion, tournament, those minor events. They have to be taken into account when managing a roster - especially when starting small.
Oh, the new version adds a lot more info to ponder at, always welcome. And the new flowing battler at x1 speed is very cool.
For the kind of decision that involves sending my guys to the grinder, I'd like to make an informed decision. There are some events - the one I'm on is "The Beast of the Mire" - where you just have name and role, no stats, no tooltip either, and no way to move out of the event's menu to check.
So, for now you have to remember to check stats and status before ending the day, and there's no reminder, besides checking the calendar, that ending the day triggers an event.
Great game, by the way. Love the autobattler, simple as it is.

