Info about Automon:

Official game description:
Every 10 year old has to try to become the Automon Champion! That includes you! Go through various areas to fight, capture and upgrade Automons, defeat bosses and beat the Automon Champion! Manage your team carefully - one defeat and you're done for!  
Automon is a fast-paced strategic auto-battler that requires careful choices at every step. You'll build a diverse party of cute (and usually violent) Automons to beat a variety of foes.  
*   55 unique monsters to find, catch and upgrade, each with a powerful ability  
*   10 elemental types with different strategies and themes  
*   Randomized enemy and boss encounters for a fresh experience every time  
*   Amusing grungy visuals  
*   A very condescending professor

Release date: Mar 4, 2022

Categories: Auto-battler, Roguelike, Monster Collecting, Monster Fusion System, Team Composition, Elemental Combat System, Randomized Encounters


- Hardware Profile: No data
Feature extractions:
- Community Price:
  - Community fair range: $4.00 - $7.00
  - Reasoning: The reviews consistently anchor the game's value around a $4 sale price, calling it worth it on discount and a must-buy at its minimal price. At the same time, one reviewer explicitly rejects full price, and another notes limited playtime, which caps willingness to pay above the sale point. This supports a fair base-game range starting near $4 and extending only modestly higher for players who want to support the developer.
- Playtime Metrics:
  - Game completion: 6.0h
  - Story completion: 5.5h
  - Session length: 2.0h
  - Endgame: 22.5h
  - Reasoning: The quote about reaching the end in 6 hours supports gameCompletion at about 6 hours. The 5-6 hour normal playthrough quote supports storyCompletion at about 5.5 hours. The first-session quote supports sessionLength at about 2 hours. The 20-25 hour all-achievements quote supports endgame at about 22.5 hours.
- Time-to-fun:
  - Summary: Most reviewers find Automon immediately addictive, with simple auto-battler mechanics and satire carrying the fun from the start. A minority report a delayed hook, late-game boredom, or finding the combat dull.
  - Stance: Fun immediately
  - Anchor: Start of play
  - Time to anchor: 0h 0m
  - Friction: initial uncertainty before the hook; art style may need to grow on the player; limited progression depth beyond auto-battle; single-player only compared with multiplayer auto-battlers
  - Unlock drivers: repeated play leading to the game hooking the player; the art style growing on the player
  - Conditions: prior Pokemon fandom increases enjoyment; low price improves perceived value; tolerance for simple auto-battle mechanics; appreciation for satirical mockery of Pokemon; repeated runs can deepen the hook; lack of multiplayer reduces replay value for some; late-game build diversity affects continued enjoyment; difficulty level affects challenge and enjoyment
- Player Archetypes:
  - Casual Quick-Session Player (buy)
    - Motivation: Quick, relaxing fun and stress relief in short bursts.
    - Playstyle: Plays brief 5-20 minute runs, enjoys humor and light progression, and returns for casual repeat sessions.
    - Experience: newcomer
    - Purchase stance: buy
    - Labels: N/A
    - Reference games: Pokémon
  - Super Auto Pets Genre Fan (buy)
    - Motivation: A single-player autobattler that scratches the same itch as Super Auto Pets.
    - Playstyle: Compares units and systems to Super Auto Pets, plays solo autobattler runs, and values genre-familiar mechanics.
    - Experience: familiar
    - Purchase stance: buy
    - Labels: N/A
    - Reference games: Super Auto Pets
  - Unusual Design and Mechanics Appreciator (buy)
    - Motivation: Discovering unusual design and deeper-than-expected mechanics.
    - Playstyle: Looks past the parody to explore mechanical depth, style, and unique design choices.
    - Experience: familiar
    - Purchase stance: buy
    - Labels: N/A
    - Reference games: Pokémon
  - Completionist Build Optimizer (buy)
    - Motivation: Completing the Autodex, extending runs, and finding overpowered build synergies.
    - Playstyle: Pushes endless or infinite modes, tracks completion stats, and assembles specific collector and sniper buff combos for long runs.
    - Experience: veteran
    - Purchase stance: buy
    - Labels: N/A
    - Reference games: N/A


Below are summaries of things people say about the game per category.
Each point is assigned a weight that represents how often it is mentioned across all reviews.
What players like:
- Highly fun and addictive gameplay (weight 0.99): Many players find the game super fun, simple, and surprisingly addicting, often describing it as tons of fun and very enjoyable.
- Hilarious humor and charming design (weight 0.31): The game's humor and quirky designs, including hilarious automon designs and funny moments from start to finish, are frequently praised.
- High replayability (weight 0.28): The game offers tonnes of replayability, with players noting satisfying replayability and the need to build new teams each time to beat old ones.
- Excellent value for money (weight 0.24): Reviewers consistently mention the game is worth the price and offers great value for money, especially at its low price point.
- Easy to learn and play (weight 0.23): Gameplay is easy to access and quite addictive, with simple but engaging mechanics that are easy to understand.
- Well put together and awesome (weight 0.22): The game is described as awesome and very well put together, with reviewers liking and enjoying it.
- Best-in-class auto-battler (weight 0.19): Some describe it as easily the best auto-battler they've played and a benchmark for judging others, calling it genuinely good.
- Unique creature abilities (weight 0.13): Each monster has a unique interesting ability, and the interesting creature abilities add to the game's appeal.
- Great mix of Pokemon and autobattler (weight 0.13): Reviewers describe it as a brilliant mix of Pokemon and autobattler, a funny variant of Pokemon in an autobattler format.
- Enjoyable for Super Auto Pets fans (weight 0.13): Fans of Super Auto Pets and Pokemon find it an absolute blast, and some see it as a good clone of Super Auto Pets.
- Improved through updates (weight 0.13): The developer has improved the game a lot, with updates making it even better now.

Common complaints:
- Poor game balancing (weight 0.61): Numerous players report that the game suffers from significant balance issues, including overpowered electric types, underperforming common automon, and limited viable strategies at high difficulty. Balance fine-tuning is repeatedly requested.
- Lack of content (weight 0.43): Many reviewers feel the game is barebones and lacks meaningful content, with little to do after completing the first champion or seeing everything in 30 minutes. The game is described as having nothing to it and needing more diversity.
- Insufficient depth (weight 0.39): Players find the gameplay shallow, with few interesting choices, little strategy beyond type synergies, and a lack of depth in the auto-battler format. The game feels basic and like it is missing something.
- Limited build variety (weight 0.38): Players report a lack of diverse builds, with only a couple of viable strategies at high difficulty and many type combinations underperforming. More variety is needed.
- Repetitive and boring (weight 0.35): Many find the game becomes boring quickly, with runs feeling the same, repetitive music, and a mindless endgame slog. The gameplay loop is described as lame despite attractive visuals.
- Poor art and graphics (weight 0.27): The game's presentation is criticized for crude graphics, ugly art, questionable art direction, and an amateurish feel. The humor is also seen as obnoxious by some.
- Overly difficult (weight 0.27): Several players find the game extremely hard, with rare victories and frustration from seemingly unfair losses. Some have never beaten the champion or passed gym 4.
- Weak type matchups (weight 0.21): Many type combinations do not work well, such as Electric/Grass and Fire/Ice, and some types have too few automon to be effective. Type matchups are also considered complicated.
- Poor unlock progression (weight 0.18): The game has very few meaningful unlocks, no upgrade trees, and low selection, leading to little incentive to continue playing. Unlocks are not compelling.
- No healing after boss (weight 0.13): Players are not healed after boss fights, leading to frustrating situations where a low-HP character enters the next fight and loses. This is seen as a design flaw.
- Unrewarding boss fights (weight 0.12): Beating a boss or gym feels unrewarding, and players can fall into traps choosing useless gym badges instead of healing, leading to losses.
- Single-player only (weight 0.12): Being single-player only reduces replay value compared to multiplayer auto-battlers like Autopets, and playing versus a computer is less fun.
- Useless consumables (weight 0.07): Most consumables are seen as diluting rewards and never used, with no purpose beyond healing. They detract from the overall experience.
- Same monsters each run (weight 0.07): Monster selection is not random, always giving the same creatures despite claiming a potential pool from the area. This reduces run variety.
- Mandatory XP owl (weight 0.07): It is considered almost mandatory to use the owl that increases XP for most of the game, limiting strategic choice and variety.
- Bad starter balance (weight 0.07): The electric starter is terrible compared to others, with a hard nerf ability, while some starters are incredibly powerful. This creates imbalance from the start.
- Unsatisfying combining (weight 0.07): Combining automons only gives a 10% stat boost and no visual change, making it unsatisfying. This is a missed opportunity for depth.
- No real Pokemon (weight 0.07): The game does not feature actual Pokemon, which disappointed some players expecting a Pokemon-like experience.
- Fiddly held-items (weight 0.07): Held-items are considered fiddly and add unnecessary complexity without improving the experience.

Gameplay feedback:
- Pokemon-inspired monster catching (weight 0.67): Players capture and collect monsters called Automon in a style reminiscent of Pokemon. The game parodies the first and second generation Pokemon formula.
- Autobattler core gameplay (weight 0.64): The game is fundamentally an auto-battler with fast, automatically resolved fights. Combat is simplified and can be sped up, including an autoplay button.
- Ramping difficulty and bosses (weight 0.62): Difficulty increases as players progress, with gym leader boss fights every few stages. Optional higher difficulty levels are unlocked after the first victory.
- Roguelike run structure (weight 0.56): Each playthrough is a roguelike run where players build a team from scratch and progress through stages. Losing leads to starting a new run, and runs can be resumed.
- Team building with synergies (weight 0.56): A core mechanic is building a team with synergistic combinations of Automon types and abilities. Synergies provide bonuses such as health regeneration for matching types.
- Unique Automon abilities and stats (weight 0.51): Each Automon has distinct moves, elements, abilities, and stats, including star ratings and type combinations. Monsters can be merged to increase their power.
- Strategic depth and build variety (weight 0.34): The game offers deep mechanics for the genre, with diverse builds and strategies that can counter enemy compositions. Type advantage matters but is not the only factor.
- Fast runs and replayability (weight 0.34): Runs are short, lasting about 5-20 minutes, and the game encourages replaying with different team compositions. Infinite mode and achievements add replay value.
- Champion and Gym progression (weight 0.32): Players progress through gym battles and eventually face a champion. After defeating the champion, the player's team becomes the new champion in the next run.
- Trash bag catching mechanic (weight 0.29): A satirical twist is that players catch creatures by putting them in trash bags. This is part of the game's humorous tone.
- Elemental type combinations (weight 0.25): The game features nine elemental types that can be combined, such as Electric/Grass and Fire/Ice. Combining elements produces different effects.
- Randomized encounters and paths (weight 0.24): Players encounter random monsters and choose from three randomly offered paths. Randomness affects outcomes and replayability.
- Character unlocks and starters (weight 0.24): Players can unlock new characters and choose from starters with different abilities, including an electric starter. Randomizing hero and starter is also possible.
- Resource management during runs (weight 0.2): Players manage time and health resources, and random encounters can reduce HP. After battles, monsters are revived and slightly healed.
- Item usage and equipping (weight 0.17): Items such as collector, sniper, and consumables play a role in combat. Players can equip and switch items to enhance their team.
- Area-specific monster pools (weight 0.16): Monster selection draws from area-specific pools, encouraging players to focus on creatures from similar habitats to increase catch chance.
- Short, session-friendly gameplay (weight 0.16): Matches are quick and can be played in short sessions, with a quick game loop. This makes the game accessible for casual play.
- No permanent upgrades (weight 0.12): Progression is run-based without carry-over unlocks or upgrade trees, aside from unlocking different characters and area knowledge. This keeps the focus on in-run strategy.
- Learning curve and RNG (weight 0.12): The game has a learning curve where victories become more common with experience. However, RNG can cause unlucky losses and wins.
- Save file editing (weight 0.06): Players can edit save files located in the AppData directory, allowing for customization or cheating.

Performance notes:
- Smooth performance, no FPS drops (weight 0.06): A reviewer reports that the game runs without any FPS drops, indicating stable performance. This is a positive performance note that supports overall playability.
- Broad resolution support, no scaling (weight 0.06): The game supports a wide range of resolutions with no scaling issues reported. This improves compatibility across different display setups.

Recommendations:
- Appeals to specific genres (weight 0.5): Reviewers recommended the game for fans of roguelikes, autobattlers, Pokemon parodies, and similar games. It is also suggested for players who enjoy unusual game design.
- Recommended for the price (weight 0.44): Many reviewers recommended the game, particularly emphasizing its value for the price. It is seen as a great buy and highly recommended at its price point.
- General positive recommendation (weight 0.35): Many reviewers highly recommended the game without specific reservations, with some definitely recommending it and others absolutely recommending it. It is described as a must-try for certain players.
- Not worth full price (weight 0.27): Several reviewers did not recommend the game at full price, suggesting it is only worth buying on discount or not at all. One reviewer even stated it is not worth buying even at 50% off.
- Appeals to fans of theme (weight 0.17): Some reviewers gave high scores specifically if players enjoy the theme and art, such as Pokemon parodies.
- Fun for a few hours (weight 0.12): Reviewers mentioned that the game provides a few hours of fun, with one recommending playing through normally for 5-6 hours to experience everything.
- Short playtime (weight 0.07): One reviewer noted that the game offers only about 10 hours of playtime, so players should choose their price point accordingly.
- Warning: Highly addictive (weight 0.06): One reviewer warned that the game is highly addictive while still recommending it.
- Warning: Extreme difficulty (weight 0.06): A reviewer recommended the game but warned that it is extremely difficult even before optional harder difficulty levels.
- Refunded by reviewer (weight 0.06): One reviewer refunded the game, indicating dissatisfaction.
- Good for short sessions (weight 0.06): One reviewer found it especially fun for players who may need to walk away mid-run.
- Comparable games may be better (weight 0.06): A reviewer suggested that better auto battlers likely exist on Steam.

Other player notes:
- Pokemon-inspired parody praised (weight 0.64): Many reviewers compare the game to Pokemon as a parody, with some describing it as one of the best Pokemon-inspired games available. The parody angle is frequently highlighted as a key selling point.
- Active developer with continuous updates (weight 0.53): Reviewers note that the developer is active and continues to improve the game through updates, roadmap plans, and addressing balance concerns. Updates have added items and rewards, keeping the game evolving.
- Mixed comparisons to other games (weight 0.35): Reviewers compare the game to various titles including Slay the Spire, Palworld, Rokemon, and an unnamed Nintendo IP. Opinions vary on how it stacks up against these inspirations.
- Short playthrough and limited content (weight 0.3): Several reviewers mention the game can be completed in under 10 hours, with some saying it offers only 5-6 hours of content or a few hours of fun. This short length is noted as a drawback by some.
- Favorable comparison to Super Auto Pets (weight 0.3): The game is frequently compared to Super Auto Pets, with some calling it a good clone with more depth and recommending it to fans of that game. One reviewer humorously asks 'what if Super Auto Pets was good?'
- Goofy humor and edgy writing (weight 0.21): The game features a goofy art style, quirky humor, and satirical elements, including jokes about stuffing mons into trash bags. Some reviewers find the writing edgy and visuals questionable.
- Lacks roguelite progression systems (weight 0.13): Unlike true roguelites, the game lacks carry-over unlocks or upgrade trees, which some reviewers see as a missing feature. Completing the Autodex requires starting a new run rather than using infinite mode.
- Combat less engaging than Pokemon (weight 0.12): One reviewer finds the combat more boring compared to Pokemon's battle system, and another notes a lack of interesting content compared to retro Pokemon games. The game's combat is a point of criticism for some.
- Feature complete, not early access (weight 0.12): The game is not in early access and is considered feature complete, which some reviewers view positively. It was previously available on itch.io before coming to Steam.
- Minimal text, localization unimportant (weight 0.11): The game has very little text, limited to monster names, talents, and reward choices, so the lack of French localization is not a major issue. This is noted as a minor point.
- Sequel rumors and hopes (weight 0.11): There are rumors of a sequel in the works, and some reviewers express hope for one. This indicates interest in future content.
- Release date and early updates (weight 0.1): The game was released on March 4, 2022, and received an update on April 20, 2022, adding rewards after gym wins. This provides historical context.
- Optional difficulty after first win (weight 0.07): Optional difficulty levels are unlocked only after beating the game once, adding replay value for those who complete it. This feature is mentioned as a way to extend the experience.
- Good background game for multitasking (weight 0.06): Reviewers mention the game works well as a background game while multitasking with work, due to its auto-battler nature. This makes it suitable for low-attention play.
- Achievement completion takes 20-25 hours (weight 0.06): For players aiming to grab all achievements, it takes about 20-25 hours, which is longer than a basic playthrough. This appeals to completionists.
- Barebones compared to genre peers (weight 0.06): Some reviewers describe the game as barebones when compared to similar games in the genre, indicating it may lack depth relative to competitors. This is a criticism of its scope.
- Low popularity noted (weight 0.06): One reviewer points out that the game has low popularity, which may affect community size or matchmaking. This is a minor observation.
- Randomness and balance compared to Risk of Rain 2 (weight 0.06): A reviewer compares the game's approach to randomness and balance to Risk of Rain 2, suggesting similar design philosophies. This is a niche comparison.

Emotions:
- Enjoyment (weight 0.12): Players enjoy the game's fun and compelling auto-battler gameplay, the unique monster abilities, the blend of genres, and the goofy art style and humor. The pick-up-and-play nature and pass-time fun also contribute.
- Frustration (weight 0.11): Frustration stems from severe balance issues, such as permanent stat increases being dominant and only a few viable strategies at high difficulty. Players also get frustrated by repeated defeats against bosses, limited healing, and being stuck on certain gyms.
- Amusement (weight 0.09): Amusement comes from the game's hilarious automon designs, parody professor dialogue, and the absurd humor of catching monsters in trash bags. The cruel and over-the-top satire and funny combat also make players laugh.
- Boredom (weight 0.07): Boredom arises from repetitive gameplay, lack of interesting adventure content, and the need to rebuild the team each run. After clearing the champion, there is little left to do, and the game lacks unlocks or upgrades for replay value.
- Addiction (weight 0.07): Addiction is driven by the highly addictive gameplay loop, the 'just one more run' feeling, and the easy accessibility. Players find themselves opening the game daily and learning slowly despite losses.
- Disappointment (weight 0.06): Disappointment comes from the game having a good premise but lacking content, poor balancing, and low replay value. The lack of path RNG makes runs identical, and beating bosses feels unrewarding.
- Satisfaction (weight 0.06): Satisfaction is derived from the fast and satisfying loot and fight cycle, difficult but rewarding gameplay, and the gameplay loop while unlocking new Automons. The game runs smoothly and hits the right notes with its genre combination.
- Surprise (weight 0.05): Surprise stems from the game being far more fun and having more depth, strategy, and choices than expected. Players played more than they anticipated.
- Excitement (weight 0.05): Excitement is generated by the announcement of a sequel, the newest update with items, and the developer's roadmap. The game's feel compared to Pokémon without the walking around also excites players.
- Enthusiasm (weight 0.04): Enthusiasm is fueled by the potential for crazy new builds from repeated badges, the fantastic Pokémon and auto-battler mash-up, and the deep team-building strategy. Players also like the developer's future plans.
- Anticipation (weight 0.03): Anticipation is building as players look forward to the game being expanded, more content, and balance changes. The developer addressing concerns and discussing update plans contributes to this.
- Appreciation (weight 0.03): Appreciation is felt for the developer continuing to update a complete game, the care put into the combat system, and the retro art style. The game concept and small details are also valued.
- Love (weight 0.02): Love is expressed for the fresh take on the Pokémon formula, the addictive nature of the game, and the Champion rematch mechanic that uses the previous winning team.
- Admiration (weight 0.02): Admiration is directed at the unique and soulful character art, the brilliant mix of Pokémon and auto-battler, and the stunning pixel art graphics.
- Fun (weight 0.02): Fun is found in the perfectly balanced auto-battler loop with fast fights and quick loot, especially for fans of Super Auto Pets and Pokémon.
- Dissatisfaction (weight 0.02): Dissatisfaction arises from ugly art and the lack of auto-battler drafting or combining mechanics, leaving the game feeling like it is missing something.
- Hope (weight 0.02): Hope exists because the game could become great with developer love and upcoming updates improving Automon's abilities.
- Initial fun (weight 0.01): Initial fun comes from the game starting as a somewhat funny parody of first and second generation Pokémon.
- Physical pain (weight 0.01): Physical pain is caused by the highly repetitive music after many hours of play.
- Charm (weight 0.01): Charm is attributed to the game's overall appeal and its ability to make players want to win.}