@shohs Thanks for the feedback! Yeah, that's something I definitely want to work on. My battles are simple right now, but even in their simple state I have a little depth implemented such as weaknesses/resistances and mp costs and I want to make that stuff clearer to the player with better player feedback in battles such as indicators when you've hit an enemy weakness or when they are resistant to something and to allow the player a bit more time to read the dialog if they want to.
@Random-storykeeper Certainly! I think hitting 'r' then bringing up a little confirm window is a great idea!
@nardandas Thanks for the critique! Player feedback is something I'll work on for sure! Right now it's implemented so when you use an attack that costs MP while you are out of MP you lose your turn. I had intended to fix that problem before the jam was over so that the game lets you pick a different attack instead of lose a turn, but I forgot.
@trivial171 Thanks for the feedback! Yeah I have to improve the player feedback so the players have a better understanding of what's going on in battles. I think giving players a little more time to complete the game as well as clearer descriptions of what's happening in battle with some visual and audio queues to represent that is what I have to do.
@arzi Thanks! Part of my idea is to make the player frantically multi-task the two sides of the game. I understand wanting the two aspects separated, but I like the action/arcade-y feel that multi-tasking adds to my game.
Thanks for all the kind words and great feedback, everyone!