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(1 edit) (+1)

Thank you so much for your feedback! 

Combat is an ongoing thing for me that I am aware of, it's most certainly something I want to shape up in the future. Multi party combat, party member buffing status effects, critical hits, magic strength selection, and enemy aggro are implemented into the first episode, and I would like to diversify it from there in later episodes. If there's anything specific you'd be interested in, let me know! 

No enemy health bars was a conscious choice. I can't guarantee anything there, as it's a lower priority change compared to other more serious things that need help, but would a toggle on/off for those be something of interest?

Exiting the game can be done from the pause menu in the first episode though I should patch that into the demo. Again, thanks for the reminder there, shouldn't have let that get through to the release version.

Thanks for playing and offering your thoughts, CaptainKraken!

Mantis 

(edit, I should also say I am very glad that you enjoy the story! :)  )