Since you asked for feedback on the combat, I think the thing most of these giantess combat systems miss is giving the player information so they are making decisions about what to do, as opposed to just picking something and reacting to a random result. Like, dialogue indicating what move will be the most effective next round, or give the different moves different effects.
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Thanks for the feedback. Really, there's not a lot to the combat system. You can build it out and make it complex, but I'm one guy doing this with limited time so I opted for fun over complexity. There's a pattern to the combat so once you crack it, you can win. When I start making long form CYOA stories with combat, then the player can decide how they want it to go. The main thing I want to do is freedom to choose and fun. Though I will see what I can do about randomising dialogue. I built a little bit of that into the combat already as a test.