Thanks again for all the feedback! Really appreciate the Xeno breakdown as well. They all seem to come across how I intended when assigning the moves and stats spread so that’s great info! My main goal with Xenos was to make a battle system that wasn’t about just spamming one strong move and giving you a chance to react which is why healing and buffs are so strong. I love the idea of a status that halves healing and I definitely plan to limit healing from damage to a max of the enemies remaining hp. That one slipped by me on demo release.
The battle speed setting and showing Xeno moves from storage are great suggestions but are both a little complicated due to how some systems are set up in the code but I should be able to change those as well but it will likely be closer to full release.
I decided to remove pp style system to avoid needless running back to healers or having to stock up on items. I have considered increasing the cost of nap though so that may be a good middle ground for that situation. Healing in general I tried to make a little pricey to prevent straight up heal stalls. The idea was that if you can’t put damage a 25% heal then you could use a Xeno with good status moves or debuffs to break through. That way you have a reason to very your movesets. It’s definitely something I’ll take another look at though since it seems like it can be a bit overpowered.
I fixed the town 2 house but and the stasis description and hope to update the demo in the next hour or so! Thanks again for all the great feedback. I’ll be checking in on this comment as I work on the game for sure. So many good ideas! Sorry I didn’t get to all of them in detail but the most I would have to say to a lot of them is “I agree and I’m going to do that” haha.
The only outliers being the stun immunity for bosses. I have always disliked when games make boss rules different than the rest of the game, ultimately making some abilities totally unpractical. But I do have some tough bosses coming up with preset stats, movepools, and high levels for their areas and in some cases variants. People didn’t play the demo much when the forest was in it but once I’m done updating it I will put that portion back in. It features the first real boss.
Variant Xenos do give boosted xp on defeat but I agree it can be higher, same for wild evolved form and that is definitely something I can address pretty easily in the near future!
If you have any more thoughts I would love to hear them! I really appreciate you putting in so much time with the game to gather all that feedback