Thanks for going through it. Indeed, I have been doing all that, just wanted to confirm.
I guess it is just the type of combat the game has then, which of course is fully up to you.
I can only say my personal opinion/preference that I find the combat to be very... old style and repetitive. Of course, this is an RPGM game, modeled after the older styles of games. But the system of trading single-action turns with just 1 enemy/1 player unit at a time makes it very sequential and memory/luck based, instead of strategy based.
I would love to see the the combat system have additional layers to it. Even something like introducing phases within turns (some games for example split your actions between a planning/attack/defense phase) would immediately introduce a lot more variety and customization to the experience. I mean, that's just one example of something that could be done, but my point being that this style of combat isn't my favorite. But I understand there are the limitations of RPGM too.
With that in mind, in case it hasn't been said, I'm a fan of the game and am excited to see it keep growing!
Some random feature ideas that could be cool:
- Objective Guide. This maybe isn't as needed since it's a 2D game and the objectives generally are clear, but something like the Wisps in Fable 1, that can subtlely point in the right direction for quests
- Map function to get an overview. Would be nice especially for town areas, to give a quick layout of where merchants and key NPCS are
- Adding onto that - Fast Travel, to avoid needing to retread the same area a lot if you are going back and forth
- Upon death, instead of going back to menu screen, have an option to either LOAD a save directly or respawn to last save automatically. It just saves an extra step
- EXP for levels?
Being completely honest with you, I'm just a random guy who knows the basics of RPGM. I love succubus and decided to make a game about them. So the majority of things you listed are beyond my skills.
What I'll include once the game advances more is:
-Once the game is done I'll add topics to the journal to help you guide yourself.
-Fast travel is easy to implement, either by item or once you conquer a a succubus territory, some warriors can act like that. you can interact with them to fast travel.
-I tried setting a load option inside the game, the script froze my PC
-EXP was removed due to... one second, I'll copy and paste this, someone asked this before today:
Here:
"as I wanted a more realistic experience, I removed the levels since they don't make any sense to me. Please, follow me on this:
-you were trained since childhood
-you are young, at the apex of your well trained body
-you survived in a harsh environment during all your childhood the human body can't get any better than this
So the only way I saw to make you stronger is through relics and runes, that enhance the character skills, and are extremely coveted around the world, usually by nobles So the fact that after all your training you would be much stronger at the end of the game is ridiculous to me, absurd the human body would never go beyond a certain limit
you can however, gain small boosts to your stats after gaining "real life experience", like getting out of a very dangerous situation as for example, when your speed grows after leaving the tribal succubi trap"
I don't think the combat is based on luck, but relies on the activation of the right spells and use of items. For example, you can counter the Leafhair biding skills by using a herb found in the forest, rewarding your exploration. You can also use it before the fight, rewarding your preparation. Your boosts might take a turn and prolong the fight, but they are needed to counter succubus temptations and spells. It is a turned based game, there isn't much I can do.
But I'm the developer, I'm Biased to talk about my own game, so that's that.