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Thanks for the detailed response! OT charge remains the same, though skills increase in power every 10 levels. The majority of skills cost under 10 OT, with those exceeding it being really powerful skills that you are encouraged to be using the distribution/manipulation skills for in order to use.

I'll have to experiment with giving Isaac a Revive skill - maybe changing the 'Survival Skills' skill to have an alternate effect if the ally is KO'd since Jean doesn't get her Revive skill until 10 - though that doesn't solve situations where he's KO'd. Maybe Jean's Restore can revive an ally if they're KO'd as an additional effect. Perhaps I can change Jean's Bio Seeker effect to make an enemy's HP permanently visible if the OT gate is met (with it not affecting damage otherwise), rather than have it only display in a message after using the skill.

There's definitely a lot of things I haven't considered as I'm sure I play the game "optimally" and so don't really know how others play or struggle with it aside from 1-2 playthroughs with the modern system I've seen. I'll have to look into setting up some kind of non-spoiler battle playtest build. Right now my priority is just putting everything together and then balancing it.

Regarding battle length, I'm concern that if battles are too short, I defeat the purpose of having them, since each encounter is fixed rather than something that occurs randomly multiple times in the field. The game's biggest inspirations are Yggdra Union and Etrian Odyssey, which are both pretty challenging, though because they're turned-based it's easier to take a breather and assess the situation, rather than using the 'Pause' overlay, which may feel like an inorganic method of accomplishing that.

The "phases" are mostly weakness shuffling/Guard Point changes. There are some "phases" like bosses gaining additional actions or changing their timer after being Dizzy'd a certain number of times. Maybe I can modify part of the UI to make these changes more visible. Since the game is so fast, sometimes those messages aren't retained because the player is busy choosing actions.

Oh, I didn’t manage to make Bio Seeker work, or at least I had the impression nothing changed on screen. Was the health bar supposed to show for a few seconds? Showing it longer would help indeed!

I’m not sure about the conditions to make an opponent Dizzy. I think it was explained in the tutorial but I missed a few tuto steps and couldn’t show them back. I checked the tactical guide but it only had bosses there. A page to sum up mechanics could be helpful! (inside game or in the guide)

For Bio Seeker, a message pops up in the top left after "Jean used Bio Seeker" for a few seconds. But I'll consider having it do that every time the skill is used, and then have some kind of health bar physically appear (either permanently or for a period of time) if the OT gate is met. Like I said before, I think it can be easy to miss the messages if you aren't expecting them.

Inflicting Dizzy is how you deal the most damage to enemies (kind of like Stagger in  modern Final Fantasy or Break in Octopath Traveler if you've played those). Each enemy has 'Vulnerabilities' to certain elements (the attack element icons in boxes under their timer meter) and an amount of 'Guard Points' (the number in the shield). Hitting an enemy with an element they're vulnerable to decreases it by one (though it can be decreased by more if other conditions are met). When that number is reduced to zero, the enemy becomes 'Dizzy' for a period of time, where they receive significantly more damage, skips their next turn, and pauses Rage buildup.

Making the tutorials/mechanics visible in-game is definitely something I'd like to do at some point. It can easy to forget things or accidentally miss them.

Oh, I know Octopath’s Break system, but missed the guard number, I’ll check it next time!

Btw we released some version of Spirit Link! Still needs a lot of fixes but you can test it!