Super Auto Pets: A Modest Analysis Part 2: Arena Mode
Welcome to A Modest Analysis, where we politely analyze a game. The series will focus on RPG, Simulation, Strategy (both turn based and real time), and other similar genres with a focus on games that have interesting quirks or inspire novel ideas for me to kick around. Some of these games will still be in development (in which case I hope the development team can gain some insight and ideas from the series), old games from as far back as I can get to run on my computer, or anywhere in between.
This is not a review, but I would not be covering the game if I did not find some aspect of it fascinating. The purpose of the series is simply to have a thought experiment about game design choices that have been made and could be made differently, perhaps to the benefit of the intended experience.
The coverage of Super Auto Pets is going to be different, in part because my limited experience with auto battlers doesn't allow for much comparison, but also because I honestly feel like the developers have nailed the game systems. Don't let the adorable animal theme trick you: This is a strategic game with a healthy dose of RNG. I can honestly draw a comparison to chess (as some auto battlers do since I've also heard the genre referred to as auto-chess) and the game would be just as fascinating with any other skin laid over it.
Other than minor balance suggestions I don't have much to add to the conversation, but balance changes are debatable at best. To that end, this will be more of a coverage of the game and its (admittedly simple but addictive) core loop more than a dissection.
Also, yes, the font I used in the thumbnail is comic sans. The fact that it seems to fit with the aesthetic says a lot, doesn't it?
As always, please keep the comments section polite and positive as you join in the discussion and give further commentary that I or other developers may find interesting.
Twitter: @TooTechnicalDev
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