Tried the game and I really loved the art but actual gameplay was a nightmare. Here's my experience (note that I've played and beaten plenty of rpgs in my life so I'm quite familiar with the "mechanics")
All my grief comes from fights, the only real problem with the game. I have called it quits with the 2 blondies boss fights.
- The order of fights is way too inconsistent and almost always enemies can get 2 full turns before I can do anything. I understand making something a bit more dynamic but why are all enemies so bloody fast compared to MC?
- All enemies seem vastly overpowered compared to MC, they cover half the map and attack from 4 tiles away with restraining pincers and the like while MC can cover 5 squares and be completely out of stamina for that turn meaning no attack/item.
- MC is nowhere near capable of sustaining more than 1 fight without having to recharge 15 energy points at the time when a simple attack costs 10 and the burst is 30. That would not be a problem if...
- MC is weak AF. Even with the strongest muzzle I can craft on gun, I pretty much tickle enemies and my attacks miss 75% of the time with the LASER SIGHT mod crafted and equipped (yes really), MC is somewhat of a trained soldier btw......
- Secondary weapon is really good but the ammo economy makes it a non choice unless you're facing a boss. Turret is a mandatory deploy in each fight and pray it doesn't get destroyed or you're done for.
I REALLY loved the art and the story so far but the game needs a major balance pass. The fights are really not fun for me, so much I dropped it at the second boss, sorry....
Fights can be hard, but not unbeatable.
Since theres no exp, it all comes down to if you can win efficiently enough to gain more than you consume.
Unecessary battles is a waste of time.
Some things I've noticed:
Weight affects how quickly your turn comes up (not really explained as far as i could tell).
If you use less than 50 AP (40-45 for example) you only have to wait half a turn (50 instead of 100).
Most enemies only move on one axis when they move and many have limited melee range, this can be abused.
While enemies can move past one another, they cannot fire through eachother. If used carefully, you can use enemies as shields.
With this i made the following strategy:
Unequip secondary weapon, massive speed boost (but some issues vs some specific high defense enemies).
Each turn i normally do a combination of moving 1-2 squares and/or 1-2 single shots or a burst, then rest to regain 15 energy.
This will allow me to rest twice as often while slowly moving around and shooting (or whatever else i need).
I can often act 3-4 times between an enemy preparing a super attack and the attack going off.
I can allways go full 100 AP at the expense of skipping the next half-turn if needed.
Meditate heals 200 and takes 20 AP, so fits well with this strategy.
Heat wave attack (muzzle attachment) works well on vs bullet resistant enemies and cost only 10 AP but 50 energy. With the double rest, this is managable and i can allways move around or meditate when i need more energy.
If you find yourself close to the enemy:
Strip armor works well vs bullet resistant enemies and cost 35 AP, can be combo'ed with heatwave which do more damage at shorter range.
Hand to hand cost 25 AP and gives you a little energy, can be used situationally (one H2H + 20AP action is still under 50AP).
Moving so that your so that you're positioned 2 squares away from the enemy in both axis will mean most melee enemies cant hit you on their next turn (as long as your not nude).
Turret is a useful companion with good range, but expensive to replace if destroyed. Use it situationally.
Enemies will try to attack the mine as a foe and can be used as a distraction/meatshield, but is also expensive to replace.
Use grenades and vibroblades against bosses as you see fit. You have them, might as well use them.