Thank you for your words I truly appreciate them. I hope that I can continue the work in a way that is well perceived, considering all its flaws
.
You have several recommendations there that I think I never played, but a few names are familiar. I'll have to take some time and look them over to see if I can grab any ideas. Specially if there are some that have turn based combat.
Your genres and expectations align in someway with the project that I would like to work on next, so that at least is promising
.
Thank you for the feedback!
The combat is indeed not balanced well enough yet I recognize that. In terms of the action rules, take a look at the "About" section in the title screen and let me know if it helps. I know there is missing information that I intend to rectify on the next versions, but it might already give some lights on what to do.
Regarding the different party size, I think you're mistaken. Although you are not the first to think that, however neither in my experience nor in the game's data I see any mention or logic for variable enemy group size. Having said this, it is not a bad idea, and could be a way to improve the game's balance as some people have already suggested the same
. I might try this for version 0.85 and 0.90 as in version 0.81 (translation versions) there will be already some minor adjustments to stats and healing amounts.
One option I see could be simply reducing the number of enemies in the Forests' groups by 1 or 2, to make the first area more simple and allow an easier buildup of better equipment. This was already suggested as well.
Another options would be to have dynamic party sizes chosen randomly, allowing the player to pick fights. In this case, maybe the reward amount could be better given the number of enemies on the group.
There was also a suggestion to have enemies skip turns based on chance. Maybe the odds of skipping turns could be bigger for greater parties and smaller against less enemies.
Please let me know which options sound more appealing or if you have other suggestions as well.
I understand your fury against the combat system. Ironically it is the most different thing from the original game in the whole remake, but it seems to be the most criticized component, and with reason
. I guess I haven't mastered limited turn based systems yet and I have a lot to learn.
I don't know about 2 actions per turn, as given the nature of the system it would over complicate the calculation of intercepting actions, but what do you think of the suggestions above? Or if you have additional ideas you think could improve the combat, let me know.
As a side note, I'm sorry but I did not understand the skip button issue, it there a bug and it is not skipping?