Hello again, I was really upset to see the original prototype was taken down since my computer randomly decided to delete one of my game folders which of course contained the prototype. Oh well. Nice to see it's back up even if I never had a chance to finish the original (doubly frustrating now that I'm missing out on something). Do you still have the original somewhere? Onto feedback! After playing for 1 hour.,,
1. Many textboxes in the opening section advance before all the text is on-screen. Nothing important seems to be in those textboxes, but still annoying.
2. Why are healing items locked to battle? Seems like an unnecessary restriction to me. If you want to incentivize using items in battle, perhaps add an additional positive effect to using them in battle rather than locking the player out of using them on the field for no logical reason.
3. I like the randomized loot in concept, but when some items are so much better than others it can get frustrating. The Red Ring is so much more useful than anything else in the first area.
4. The mimic in the forest is just mean. No warning it is there, and it will kill the player.
5. There is nothing telling the player that the purple torches are save points. You should reveal this to the player in an organic way, such as by having Nana interact with one in a cutscene.
6. Resistance is not spelled properly.
7. Using all your buff skills on the first turn is still the dominant strategy for normal battles since there is no penalty to doing so, meaning battles against weak enemies can take longer than they really should.
8. This one is more of a personal preference, but I prefer kemonomimi (human with animal features) over anthropomorphs (human traits in animals)