LLM Council Report

Naval Auto-Battler MVP

Question: Should the user pursue a React Native mobile game about customizable naval ships, cruisers, aircraft, and vehicles fighting automated group battles, and how should the MVP be shaped?

Council Verdict

Pursue it, but shrink the first version hard. The promising game is not "many vehicles with stats." It is a compact build-counter-replay loop where the player inspects an opponent, predicts a counter, watches a readable fight, understands why they won or lost, and immediately wants to adjust the lineup.

The recommended MVP is a deterministic 3v3 naval-only auto-battle prototype. No aircraft as independent units, no platformer movement, no progression economy, no broad inventory, and no campaign yet. Use 3-4 ship archetypes, 3-5 equipment choices, one weapon slot, one armor or utility slot, a clear combat log, and a replay or simple visualization.

Success test: after a loss, a tester should be able to say why they lost and what they want to change next. If that does not happen, more ships and equipment will hide the problem instead of fixing it.

Agreement / Disagreement Map

Scope smaller
Readable counters
React Native risk
Start with 5v5
Add aircraft now

Recommendation

Build One-week prototype One ugly screen: inspect enemy team, choose 3 ships and simple gear, start battle, read log, replay, rematch.
Cut No aircraft yet Treat aircraft/carriers/specials as later content after the core counter loop is proven.
Design Counter triangle Example: armor resists cannons, torpedoes punish armor, fast ships punish slow artillery.
Validate Do not trust content The test is not "are there many vehicles?" It is "do players want one more battle after understanding the result?"

Blind Spots Caught

Advisor Responses

The Contrarian

The fatal flaw is trying to make naval platformer auto-battle customization all at once. The MVP should be a side-view auto-battle lane with max 3 units per side, no platforming, no aircraft, and enough replay clarity that the player knows why they lost.

The First Principles Thinker

The real decision is whether you can find one repeatable moment of fun. Start with two small teams, one meaningful pre-battle decision, and a surprising but understandable outcome.

The Expansionist

The long-term upside is a modular war-machine builder with shareable fleets, replays, tournaments, aircraft, drones, submarines, and special modules. But even this vision depends on proving that a built fleet produces readable drama.

The Outsider

The concept is blurry to a new player. Clarify whether the game is about building fleets, watching tactics, counter-picking, or collecting vehicles. The first hook should be: "I can outbuild that."

The Executor

Build a deterministic simulator first. One ugly React Native screen, 3 ships per side, a Start Battle button, and a combat log. If the log is not interesting after repeated battles, the bigger game will not save it.

Peer Review Highlights

What reviewers agreed on

The strongest advisor was usually the Contrarian because it named the core auto-battler problem: without direct player control, agency must come from prediction, surprise, and post-battle learning.

Biggest disagreement

The Expansionist was useful for long-term vision, but reviewers saw its early scope as dangerous. The roadmap can include async fleet sharing and special modules later, but not before the battle loop works.

What all advisors missed

Reviewers added missing concerns: mobile retention, target audience, technical rendering choice, the pre-battle decision interface, and whether the game can sell itself visually in a short clip.