Fun game, has the makings of something special.
What I like:
The sheer customization. Good luck trying to get every sex scene with every form variant, assuming forms will have different sprite in the future.
Enemies are nicely varied.
Couple of issues:
-Tanking is miserable.
If you die, fights over. Outside of gear at the forge, you can't really customize your gameplay. You don't get the sheer amount of abilities mages do, your weapon selection is limited etc. Not fun to play a tank, especially without self heals and a way to cc while getting aggro.
-No loot drops
Outside finishing the dungeon or doing a boss, there's nothing to really hunt for outside of quests. It makes the grind feel bad and unrewarding since you cap exp.
-Gameplay Balance
Early on you fight slimes. They have a decently strong aoe knock down and a team self heal. Using a lighting rod and being a mage with a tank is 50x easier than any other set up. This a level 1 fight. All types of gameplay should still be relatively close in viability early on imo.
Sure the game opens up more after you farm adventurers, but being a mage/healer is just way better and consistent due to the plentiful aoe options- from various elemental types to status effects.
Bugs:
-The second essence ultimate ability crashes my game.
-You can equip a shield while holding a 2h weapon
-Gobin layer encounter stops after I can select what enemy group i want to fight.
What I would like to see:
-More melee skill options. Adaptive strike has a cleave option, so later when I pick up cleave, the new skill isnt unique enough to use and is worse.
-Bonuses or better bonuses for using a form and weapon/ability combo. Example: Elf form + Bow = 20% more dmg. I really don't see a reason to ever use a bow currently.
-Tool tip on summon abilities.
-Light fairy buffs. She gets 1 or 2 shot by aoe and practically becomes unusable, even with the 30% buff perk.
-Ultimate skills seem weak outside of essence burst. Essence burst hits hard, scales with your essence and has no downside or condition.
-Enemy damage seems really high- Even with "walls" and tanks on the other team, all fights rarely go beyond 5 turns.
-Almost always, the new summon is better than the old summon. New healer/tank/hybrid just out classes the prior units, creating a bloated summon screen.
Anyways, really enjoyed the game and looking forward to seeing what you do with it!