First, this is a great premise, interesting story, and a nicely developing plot. Yes the translation sux rox but we were warned. :biggrin: It has all the making of a great game.
However - Wow!!! This combat system is completely unplayable. It's one of the most poorly designed, overly-complicated, non-intuitive pieces of player frustration that I've ever seen.
First, you have very poor control of the scene camera. Usually, a player expects to be able to adjust a scene camera by right or left dragging the mouse to rotate or move, and using the scroll wheel or dragging the middle button to zoom. When you're not dragging, you have control of your cursor and can choose actions. This thing forces you to only move the camera around a targeted character or object with keystrokes. You can, when you hit 'F', right-drag to control the camera but when you choose an actions that camera position is completely lost. Every time you target a different opponent the damn camera changes and you can't see what you need in order to move properly. It's truly infuriating. Your target is not kept when you change actions. When you change from movement, which changes the camera to target the moving character, to attack, you have to re-choose your target or you have no idea what target you will actually attack. Yes, focus cameras are useful in combat but only when the player has control over when they are used. They are far less useful in confined spaces. It does no good to automatically focus a camera on a character you're about to move when what you need to see is the place to where you want to move them. Also, the damn camera keeps moving outside of walls and then getting stuck outside the scene.
The line-of-sight system just does not work. With a ranged weapon, I am clearly in sight of a target but it will always tell me "Target not in sight". With a melee weapon, I can be directly behind or to the side of a target and am told the same thing. I can be directly in front of a target that is rendered partially outside a wall because of its position next to the wall and am told the same thing. No matter what you do, almost always it's: "Target not in sight".
You can only move and then attack. There is no way to attack and then move. The only way to melee attack is to leave yourself completely open to the attack of every opponent in movement range. There is no way to strategically use position to your advantage or to strike-and-run.
Because of the infuriating automatic camera changes, there is no way to tell what opponent did what attack or what damage. You might want to take out an opponent with a ranged attack first while running the melee attackers around but you can't tell what opponent has or does the ranged damage because there is no text telling you and the damn camera moves to focus on you instead of staying where you put it.
The damage and status messages disappear WAYYYYYY too fast. You can't tell what is going on with each opponent so you can't make any tactical decisions on how to move or attack. Damage values should not have 16 frelling digits of decimal places!!! Rounding to two will do quite nicely. Many of the text colors chosen for status messages make them extremely difficult to read even if they did stay up longer, especially against the busy moving background.
I'm writing this after 12 tries to defeat the two spiders and one drone while trying to reactivate the main reactor. This should be a fairly easy fight. If the drone is the only one with a ranged attack, gang up on it for 1 or 2 rounds until it is down and then the MC runs the melee spiders around while Aeri shoots them to bits. However, despite the drone being eye level to the MC, he can't attack it at all always being told "Target not in sight". Aeri almost always can't shoot at the drone with the same message despite having a clear line of sight, and also can't shoot the spiders with the same message when the are facing away from her or too near a wall.
This has all the makings of a great game and fun story, but I've a half-frozen flounder waiting to be used to beat the guy who developed this player-abusive combat UI. :evilsmile: