Thank you for the feedback!
The combat system's interesting. I feel as though giving the characters an extra defensive option of some sort would be good though - right now all you can do to avoid damage is put a party member in an empty lane if there is one.
The idea was that each character has an extreme weakness. (Tereshan -> physical attacks, Hogan -> magic attacks with Nadia being perfectly balanced) This way you have to figure out for each battle what the best way is to avoid damage. I can add a defense option, but I think there should be a penalty, or this element of strategy will be completely lost.
Of course there will be buffs and more efficient healing spells later in the game.
Also, it'd be a good idea to make sure that the speed bars of everyone in the fight moves at different rates, and maybe even pause combat for each action taken by a party member on enemy, just so that the player knows what's going on. ie If everybody hits each other at once, the player won't be able to process how much each character damaged the other.
I can't completely avoid things happening at the same time from ever happening, but pausing for a second every action could work. Not going to be easy but I'll see what I can do.
Also, it might be a good idea to display health as a bar too. Faster to process than numbers.
I will if I can do it in a way that doesn't clutter the screen.
I'd draw them walking in all four directions for starters.
It's things like these that I probably won't do until the very end. Since it's not that essential and takes a lot of time. In the end I'd rather have a game with enemy sprites that point in one direction than an unfinished one. I have to keep a sense of progress or it'll be hard to stay motivated for a project that takes this long.
Unfortunately, I got an error message and the game crashed during the first round of fights after the mage joined the party. I clicked on him while he was in the top lane, and got a fatal error. I forgot to copy the error message for you, sorry. If you can't replicate it, I can try to.
I'll try to replicate. It's not going to be easy since I've already played that part over and over and over before and nothing popped up then.
Also, when buying potions, examining them in the menu, and the like, it might be a good idea to label them with the name of the item. While using pictures alone as shortcuts is fine later in the game, since each item is referred to as a word and a name but the picture and the name are rarely given together, I can see people getting confused.
I'll see if I can stuff the names in there somewhere, there is so little room for everything, haha. Otherwise mouse-overs would work for the pc and mac versions, but not so much for touchscreens obviously.
Other than that, it's a great start to a story. Wish it didn't crash so I could continue through it. Nice work so far.
It crashed just before what I consider the good part too! The game autosaves though, if you load the game you should end up on the worldmap just before that battle sequence!