(Continuation):
"Why can I know exactly the chance for some insignificant (de)buff to proc, but not how much damage an attack deals?"
Damage values are indicated explicitly on interface panels.
If you mean in the battle itself, I used to show this info, however it resulted in an overwhelming amount of info for players.
Since the health bars indicate the scale of damage, I thought this was a solid compromise to prevent information overload while still showing roughly how much damage is being dealt.
"Also are any of the (de)buffs significant enough to not spam the strongest attack?"
Skills are balanced by cooldowns and mana cost, you can't spam your characters' strongest skills because they will be on cooldown after use and you have to balance that with available mana as well.
Also, some skills are AOE vs single target, if your strongest skill is AOE and there is only a single target present then another skill might be more effective in that case.
In terms of if de(buffs) are significant enough, this depends heavily on the circumstance, if the enemy is about to shield itself and your character has shield prevention on one of it's weaker skills that might be more effective than your strongest skill.
"After a puzzle level, what is the point of fighting a chest?"
I could make the chest auto-open in certain circumstances, however later on in the game you'll be exposed to chests that have mechanics that make them more difficult to open, it's a way of fighting for the reward it contains.
Thanks again for the feedback SmartAIGames!
I'll try to improve the project based on it.👏 (clap)