really enjoyed this! i love how much heavy lifting the names, values and functions of stats do in telling the story, it's a great application of rpg mechanics and really brilliantly tailored to the subject matter too. i love unusual names for stats on principle and appreciated that it wasn't just for show but a site of storytelling and subversion: seeing power and resilience in the top two slots, i assumed they were straightforwardly like attack and defense. learning the truth about them was a little story in itself that i think says a ton (resilience inhibiting recovery is especially cutting) while also feeding into combat strategy and reinforcing the themes of the larger narrative. and i really got to (indeed, had to) engage with these stats since every boss was so long and dangerous and dependent on understanding what my stats were doing (which also made them really satisfying to win, too). overall a really elegantly designed rpg experience in service of a wonderful story, i'm really glad i got to play this. every time i look at a status screen from now on, i'll think of fiora and her massive resolve stat
Thank you for this reply, it's so cool to see someone who really "gets" what I was going for with those stats? Have you checked out the Design Document in the files? It offers a lot more info on every detail of Full Bloom, including both gameplay and narrative info! Also, if you have RPG Maker XP you can go through the project files yourself and do whatever you want with it!