You are welcome. I will check 8BitAdventures.
Grinding is part of most of rpg games and it is also something that consumes quite a lot of time - but what for?
To produce playtime. It can be part of a fun to play with different concepts, equipment and styles, though.
But for a storydriven rpg, your concept is really good and refreshing.
In my projects I usually enjoy inventing new "consumables" and equipment and create new combinations, but this goes with a lot of complexity. If you like you can check my own project the sandbox RPG Strange Legacy https://forums.wesnoth.org/viewtopic.php?f=8&t=35400, which is an add-on for Battle for Wesnoth. Don't worry - it's free and a spare time project. For developers I recommend to play as a betatester class, which allows you to quickly browse the possibilities, such as designing own equipment.
Thank you very much!
I absolutely see what you're saying regarding grinding. My stance is that I want the option for grinding to exist, but I never want it to be mandatory. If the player is skilled and strategic enough, they should be able to overcome anything that I throw at them in their current level. It's definitely a lot more difficult to make a long game without grinding than with it though, so you're totally right on that definition. I guess it's all about finding a balance =)
Oh wow, that sounds fantastic! I found your own website too =) Looks like you've implemented a lot of very unique ideas and mechanics; as you say, I can imagine how complex it must've been to implement some of those elements. I like the idea of having a betatester class - that's very handy! Unfortunately I've got a very busy week ahead with the Steam Game Festival (and sorting final preparations), but I'd love to check this out; thanks a lot for the link =D