Battle phases have begun testing after some very extensive reworking and rebalancing. We are hoping that this will result in less-grindy-feeling gameplay overall. The game will still require -some- grinding for levels (particularly if you're trying to "rush the story / speed run" it) but it should be noticeably less than version 0.01's amount.
**Note**: The combat-areas in the game are still going to be roughly the same level requirements (1-5 for first area, 6- 10 for second area, 11 - 15 for third area / boss).
Side note: All battles will be tested 1000 times so there is a solid data, so they'll all take a -whiiiiile-
Additionally, I am working on "difficulty markers" for the enemies, in case you do rush into an area under-leveled. The current plan is
"if the enemy is 1+ level above your highest level party member, display a *CAUTION* warning"
--(IE: if your highest player is lv6, and the enemy is lv7, display a *CAUTION* warning
"if the enemy is equal to or above your two highest (level wise) people, display a *DANGER* warning"
--(IE: if your two highest level people (in a party of 3+) are 6 and 5, and the enemy is level lv12, display a *DANGER* sign)