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(2 edits)

Being a kind of manager sounds cool, but giving the game no pause between fights turned my playthroughs into auto-played disasters. By the point any of my party members visited a single location successfully, the game was a series of battle after battle after battle with no possibility of even pausing to pull up the menu between fights (let alone visit another store). It was impossible to manage. Having seperate towns and caves/dungeons make a lot more sense to me, but I'm not the designer.

I felt frustrated that there was no bar to show the morale at all times like there is for health and energy. It was just as important to the player, being it's how players even improve energy levels.

So, it queue fights upon contact with enemies. So, if you are having battle after battle with no break in between that means your party members must be repeatedly close to enemies. You should if no battle are queued able to bring up the menu. If that not the case, please tell me. I thinking I should maybe instead handle the battle differently because it can be overwhelming, however I only ever had maybe 3-4 battles back to back, so it wasn't horrible.

The lack of morale bar in the menu was a design choice, which I get a lot of hate for... plan to add future aspect to provide some benefits. But the idea was the morale is in the battle only so you have a reason to watch the battles. With the morale bar being in the menu, you could easily skip the battle entirely and just catch up on the changes in the menu at the end of every battle.