Glad the core of the game speaks for itself,. I'm trying to nail the correct balance between what info is available vs. what the player needs to figure out.
Classic mode is trying to do two things: Introduce the most barebones version of the game as not to overwhelm a new player, and to mimic the game this is based on, Tenmei Dice Battle. That's why the enemy design is so different (more HP, cares about dealing with the enemy more than lining up your own plays, etc.) There will be a Hero mode which is just a longer Classic mode but you pick spells AND talents more frequently, and the enemies get much harder towards the end to deal with your bullshit. Story mode is entirely my own design and Hero mode will lean much more heavily towards how it does things.
This game doesn't currently have any talents / effects you inflict on enemies, but it will have quite a few talents you can slot onto your own party to setup combos and synergies (this is implemented but not unlocked right now as it relies on beating bosses for progression items). I think sticking to this is a better strength than muddling the mixture with more potential UI clutter.
I originally allowed clicking anywhere to progress dialogue and I see no reason not to go back to it but that's low priority. Same with spell cancels.
Full screen is gonna get fixed.
Item descriptions are there but I'm changing them so they're disabled for now. The short version is that maxing out an item will count towards stage ranking but when a character is KO'd you will consume some to revive them, which effectively lowers your rank for that stage.
CRT effect is gonna get more presets and some sliders in the upcoming options pane.