I think i found a Bug in 0.5.
When you are on Melissas "Freeze-Date", and decide to visit Cumhail with her (maybe she likes the countryside?) then you have no chance on returning to the mansion. he Stone Wall at the bottom of your estate grounds won't open even from the outside to let you go in again. - So you can not return to the estate to complete her quest.. also if you go to the topmost house of cumhail with melissa in tow, you can not leave the house any more. Seems the game thinks you're there with phoebe, not Melissa...
quite annoying, now i have to play all the events of melissas date again from a save i made earlier (did save after every date, melissa being the last one..)
Yup, that's a known bug. A fix is already in place for v0.5.1. It happens with Alice as well, if you complete their event and say Yes to them wanting to do their thing on the grounds when you're entering the Estate, the gate locks with you intended to be inside, not outside. Alice has an extra bug where it's not possible to get her to stop, but Melissa has a work-around - if you leave for Cumhaill then go back to the Estate then tell Melissa No, her location will bug out and she'll be visible behind a tree in the lower left corner of the map. If you talk to her there, you can select Leave, say Yes, and she'll disappear and the gate will work again.
Thank you for your reply. Here are some of my suggestion
1) There are many ways to address this. One is to make a quick travel event prompt like what you did when quick traveling between each area. As soon as the player entered their estate, the game or our dear head maid could ask if we want to retreat into our room for a quick rest.
2) I think the ability to track the quest should be put into the early game as possible.
3) IMO. The fight for me feels pretty much stacked again player in the early game. First, there are 3 ways of negating your damage: you missed the attack, the enemy dodge the attack and the enemy negate your damage with their defense stats. The first two are mostly RNG-based and with my experience with RPG maker games, that RNG is skewered toward missing a lot of the time. The third point is a matter of how buff/debuff worked. In this game, even though it is possible to stack up buff/debuff to a maximum of two times, my experience tells me I should never do that. One single debuff from the enemy will completely negate my buff no matter how many stacks I have, the same applies to debuff. And with how potent buff and debuff apply to both sides if I don't constantly apply buff/debuff every turn or every time it was wiped clean, my damage tank and my party suffer from enemy high damage. In addition, only Melissa is capable of buff and only Jenny is able to debuff thus I lost two-member slots for crowd controlling, one slot for Phoebe who is the only reliable source of damage, the fourth slot is mostly meaningless since both Alice and Ella hit like a wet noodle and take hit like a paper bag anyway. And the enemy has the unfair advantage of having a compound buff, with a single action spent they can both buff attack and defend so in a single action they can affect both stats at the same time, either cleaning debuff, applying buffs to themselves, or in a sense debuff your party since any buff the enemies act like a debuff to you as well.
4) Like the point I mentioned above, the party members at the early game are so not good. One maid is specific in the buff, one specific in debuff, two wet noodles who cannot heal, and only one point stick that is Phoebe. The fight mostly revolves around trying to keep Phoebe alive as long as I can so she can poke my enemy to die. It is possible when there is one enemy at a time. But as I travel to the last part of the hold, it was 3 enemies who were not only way too strong for my party, had too many HP, they also had the better skill to abuse the buff/debuff system. The Hold in the swamp has enemies that can randomly inflict poison as well which already put a lot of stress on the team plan since I am forced to use Ella for her poison clean or risk burning through all of my antidotes. Resupplying is also an issue in this game, since I could not rest and fully heal in every settlement I can find, I have to backtrack all the way to another estate, which is a pain in the ass. Also item resupply could only be done in your estate, so I have to travel all the way back. In addition, those items only came after a waiting time which I don't know how was calculated.
I'm having a hard time believing I never actually thought of someone being a door Maid. They exist in other Estates (admittedly, without the functionality you mention), but I completely spaced on giving the MC one. That's a great suggestion, and something I can implement elsewhere, too (which should help with some of your 4th point).
The ability to track quests is in the game from very nearly the start, it's just tied to different events, like Phoebe and the war table. The item you get is given to you as soon as you get more than one region away from your home. I completely understand wanting the feature, but it's given out as early as I feel I can give it. In the interest of transparency, I would've preferred including a quest log, but I can't find a script that implements one without breaking another part of the game in a way I don't know how to fix. If you know of any quest log scripts for VX Ace, I'd be glad to give them a try.
Fights kind of
are stacked against you, but that's intended in a different ways than I think you mean. It's supposed to be for the sake of supporting the narrative of your struggle to succeed in a world that would rather eat you alive (sometimes literally). If combat feels stacked against you because you're missing attacks too often, that's unintended and needs attention (and I've made a note for myself to look into it). The core idea is "challenging, not frustrating." Randomness causing an excess of missed attacks isn't something I've encountered in any of my playthroughs, but since it seems like you're encountering it, I can definitely take a closer look, as I feel that lends much more to frustration.
The same is more or less true of the buff/debuff mechanics. It applies to the enemies the same way it does to you, and your ability to learn and change tactics is always going to be better than the enemy's. Wolves might howl and wipe your attack or defense buffs, but they can be silenced or stunned. If you don't want to worry about buff management and be more aggressive, you can use Melissa's Rally to wipe the debuffs instead. Or combine that with other forms of crowd control. Or just always hit attack and hope for the best. Different enemies might require different tactics, it's up to you to figure out what your preferred tactic is.
As another example, Alice is a sustain healer. She's not there to do damage or hand out massive heals in a pinch, she's meant to keep your team operating at high efficiency. Her value in combat isn't the attack button, it's keeping HP topped up without needing to spend TP or giving another character SP to use their skills more often.
Something else I should mention is that there's a lot of older design philosophy in this game. If you run into what feels like a wall, the message isn't intended to be "get good or leave," it's supposed to make you think. So maybe you backtrack to fight weaker enemies, or explore new areas or areas you weren't thorough with before to find new gear or items. The game is supposed to teach you things and make you more confident in your actions so that when a new challenge presents itself, you're not beating your head against a wall, you're flexing muscles that you taught yourself how to use. Victory isn't something that's laying out and you happened to pick up, it's something you earned and is rightfully yours.
I mentioned it above, but it's that same "challenging, not frustrating" idea. You've obviously encountered some frustration, which means I have more work to do. The feedback I get (like yours) goes a long way into finding what exactly needs to be changed, and I really do appreciate you (and everyone else) that takes the time to write out their thoughts. It really is a huge help.