Investigate Samantha is really confusing, who else do I talk to besides the cops and that one scavenger guy? Also why is combat so unbalanced? I feel like no one can consistently do good damage and I'm getting beat up all the time even as I keep leveling up
The cops mention someone snooping around the crime scene. He appears once the scavenger and the cops have been talked to. Also I designed combat around you buffing and preventing damage with tanking abilities. Stuff like Pepper's smoke bombs and Jet's sentinel stance can prevent a LOT of damage if used correctly. In the next update the frequency of combat should go down too. The demon Lords annihilation stance is a huge defensive debuff too. Pair that with Vanda's rolling buffs and at a certain point you can just decimate the enemy.
I do playtest the combat and you are given a LOT of tools when compared to most rpgmaker games starting out. I didn't want combat to be an affair of just trade attack commands or slightly better attack commands disguised as skills. And I wanted the enemies to be a credible threat.
To this end Pepper's smokebombs will protect anyone they are used on until THEIR next turn comes around. (Not Pepper's.) So if you use smokebombs on pepper with a load of enemy turns between you and the next ally. You've efficively nullified ALL of those enemy turns. And her smokebombs can also almost guarantee an ally will survive until the healer's turn comes around.
Just make sure not to use it with a bunch of ally turns next or it's not much good. However with a speed roh pepper is often so fast that she will act before and after her allies and before enemies. Being that insanely fast makes placing better smokebombs easier. Turn order matters XD
In Jet's case her sentinal stance gives her six counter attacks. However she can't counter and is rather vulnerable to magic. Which necessitates mage sniping when using her as a tank. Luckily the demon lord's mana drain is extremely effective at shutting down casters. You don't have to kill them if they can't cast any spells.
Against physical attacks jets stance almost guarantee's that she will not only take no damage AND be the target of the attack .. But also makes her riposte with light damage.
However!! I will be doing some playtesting and tweaking between each version. I'm not saying I can't get the balance wrong. But a lot of people who say that they are just taking huge amounts of damage aren't using their abilities correctly. Make sure you try out your characters tools. They are super effective!
But if this kind of rpgmaker combat isn't for you .. that's fine. That's what debug attack is for. And even once the game is finished I plan to leave it in as an optional story mode toggle. I don't mind at all if people want to experience the game that way. The difficult combat will be there for people who want that challenge .. And skippable for those that don't. I didn't think there was much point in putting easy, boring combat in the game.