Again, you can't just copy paste stuff from twine. You are using a graphics based engine which is completely different from a text based engine like twine. In twine it was all about mechanics and using your imagination. But now you are working with a graphics based combat system. The mechanics in the twine version are not that far from RPGmaker's, but that was fine because it was twine and it had the visual appeal of the text-based engine. Now what you have instead is a generic low effort looking RPGmaker game. Yes it's not the exact same vanilla mechanics. But if you combine that with the vanilla rpgmaker menus, battlers, and arrangement, it makes the game far less appealing than it was in twine.
But the combat system isn't the only issue here. I feel like you ignored everything else I said and focused on that.
I’m already using commissioned enemy artwork as battlers in-game, though so far I’ve only gotten the Lizardman done, and though I’m not sure of the exact ratio, a lot of the music in-game is not default RPG Maker music, so I guess I just need to work on the menus? I just personally don’t see how going from text-based combat to the same combat with animations and music can be a downgrade, even if it were all stuff you’d seen before. The only downside I see is that it makes combat take longer, but if you set combat animations to max speed it’s still not going to take a lot of your time, and I’ve tried to set up encounter rates to avoid tedious amounts grind.
I felt like I’d addressed your other point in some way or another already, as I’ve been discussing the pros and cons of switching to RPG Maker quite a bit for the last few months, so I did pretty much just gloss over it. If you are suggesting I redesign the entire game all at once to better fit RPG Maker, that just isn’t very realistic for me, as it would take several months to do, and would become pretty draining and boring to not be working on new content as well. If you are suggesting I go back to the old content and rework it for RPG Maker while also working on new content, that’s been my plan the entire time. While adding new content, I’m going to finish porting over everything from Twine, and then go back and event things, add facial expressions to characters, ect. If I tried to do all of that at once, I’d still be porting the game over from Twine at this point. It’s going to take a while, so I’d rather put out updates and rework old content at the same time then halt updates for several more months to rework things.
game occasionally crashes but i dont get an error msg or anything, it just closes usually during dialogue but sometimes while walking around inside locations
I had actually previously fixed the error that is probably causing this, and then forgot to port that over to version 0.11. Patch 0.11.6 should fix this, but let me know if you still have issues.