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Ah, ok, that's good to hear. Thank you for making it optional!

As for your technical limitations, I see. I've worked in RPGM a modest amount (MV, though, not MZ), so the most I could suggest regarding those issues is to create some kind of global switch that toggles on/off the encounter symbols' pathfinding AI to give enough time to perform the kills, and in the case of the player running away, you could have it switched off for just a second or two to give the player time to properly run away (perhaps with the party's sprites blinking to indicate the grace period).

Either way, thank you for the explanation of why the mechanics are there.