Glad you enjoyed the writing! I agree that Metatron's scenes tend towards verbal diarrhea a bit, I have to find a better way to present it. More back and forth would probably help.After stumbling upon the game and feeling an itch to dive into text-based games once more, here's what I can tell after finishing the content:
First off - great writing. Witty humor, not-so-witty humor, clever callbacks and a quite consistent tone makes for a great reading material, even though Metatron can be quite the exposition dump when asked. But hey, that info needs to come from somewhere after all. I had some genuine laughter at times and what exists already felt intriguing enough to want me seeing what keeps happening next.
The combat - well.. it's a mixed bag. It functions quite well and gives you a decent variety right from the get-go with no apparently "I win" button or strategy that utterly breaks the game, but a bit more tutorialization would be appreciated. I had no clue what the encounter chaining system did until I read about it here and I basically stumbled upon the mastery system by accident once I was in the random adventure part, not to mention said mastery system starts to heavily clutter the selection menu since the abilities and masteries unlocked are additions rather than replacements, which I would've enjoyed seeing more.
Might make it harder to find a proper balance as it would require a whole lot more playtesting to see if the replacements aren't just breaking your build in one way or the other, but with how much variety is planned, how many new abilities one is supposed to get and all that, this is going to be an interface nightmare to navigate, even with the ability to hide skills unless you want to uncheck/check a new ability list after every other encounter.
Something that I felt is missing - especially since this game seems to be more focused on the RPG side - is a way to inspect the abilities of allies as well as their effects, maybe even something akin to a skilltree with possible ability unlocks for oneself (at appropriate stats) so you can plan your character accordingly. It's hard to plan a build for something you have no advance knowledge of.
While not much of a problem as of right now due to the fact that elements and side-effects of spells are not nearly as important in the beginning, that is however a disaster waiting to happen in more intricate encounters that I reckon will be coming later down the line, when you brought the worst possible ally for a fight and are left to figure that one out for yourself. That will lead to frustration.
You raise an excellent point about the lacking tutorials. You get one short overview of the chaining thing, I think after the first battle, but nothing else and no way to review it. I can probably improve that particular. One thing I had been considering was some kind of help codex that could be revisited at any time, and detailed battle mechanics, chaining, etc. would that be helpful?
On mastery, I could have it default to hiding the original ability, but I didn't want to replace it entirely in case I do end up adding a system to unlock both mastery paths for an ability at some cost. Maybe when you first enter the camp, there could be a little pop up tutorial that goes over mastery, the time system, etc?
As for allies, you can actually inspect the stats, traits, and abilities of any ally you have unlocked at any time; at the top of the stats and abilities overviews you can click on an ally's name to switch the display to them, and hide them as well, though that won't disable the ability for their AI until 0.5. I'm not sure how to display it better atm, but you're not the first who didn't see it, so clearly it could use improvement.
I generally agree on the difficulty of build planning. My concern was that displaying all possible traits and abilities would be a UI nightmare for those menus - would be an instant dump of 50+ abilities for starters. That said, the mastery screen does show all of your abilities, even if you can't upgrade them yet; maybe I could find a way to filter that stuff effectively so you can plan ahead better? A lot of the planned elements and weapons are simply not in-game yet though, so there is a limited amount I can do about that.
Thank you for the detailed feedback, lotta useful stuff there!