Thanks. I should be posting an update that showcases the dungeon view of the city soon. Still a long ways away from being playable though. I will eventually put out a call for play testers to test everything from the gameplay to just hammering at the interface to see if they can break it.
The mechanics that I'm currently using are from an open source table top set of rules with some very minor modifications. These rules have been around for a couple of years with good reviews so I consider them fairly well play tested from that viewpoint. But how I employ them in the game, will definitely have to be play tested.
I consider combat just another option in solving a puzzle and the RPG rules reflect that. It maybe that the player would be better off avoiding it altogether and use their heads.
The ratio of combat to adventure will be dictated by the story. There wont be puzzles that don't make sense for the situation and that includes combat. I will do everything I can to respect a player's time by using fast travel features, efficient turn based combat and streamlined dialogue. But I still want to tell a good story.
If you have ever played a game by Spiderweb, I'm aiming for something a little less involved than their stories but something similar. I always loved their work.