It's actually not the same engine, would have been nice if it was. Battledemons was a collaboration I did with two friends, one them an actual programmer, this is something I am working on myself. Thus its rpgmaker, I cannot do any actual programming on my own. Forcing rpgmaker to do what I want comes with its own set of challenges. There is a fullscreen version but it is a different build for now, you can find it among the download options. There are also ways to skip ahead, instructions can be found in the devlogs, if you want to clear act 1 and then change to a fullscreen build. No save transfers yet unfortunately.
The game is long, about 7-8 hours now with the first chapter ending done, art has been progressively been getting better as I have kept working around the clock. I will rework a lot of old assets once I am completely done with chapter 1. Combat might have been easier if you did take the tutorial but here are some tips:
Check your inventory moods and cards make a huge difference, often situationally. Try to reach level five, grinding a bit early will make the later parts easier, but they can definitely be cleared without grinding. Healing skills can be used outside of combat. Curse works sort of like poison and can affect you outside of combat if you do not remove it.
After the lake, and hopefully getting to lv 5, you should head back to the tree and then head upwards to the hospital area. At the end there is a rope which you can use at the well. It takes you to the act 1 endgame, there are four acts in this chapter.
I have been thinking about changing the red color and eventually having different colors for names and other pieces of key information, this will be done when I get to polish.
Act 2 really ramps things up, concerning alternatives in combat and the pacing of the story, Act 3 even more so. Good luck, hope you play more!
Thank you for your thoughts.