I get trying to add novelty to a game, but almost (yes, I get you can give commands for 1 turn out of how've many it takes to fill the bar, that's why I said "almost") completely removing player agency from combat is REALLY frustrating. Pair that with durability on weapons and losing any potions you've purchased at the end of the week, and I find myself quite unhappy with the gameplay. That aside, I am definitely a fan of the shortstack theme here, so I hope that the gameplay can be refined into something more enjoyable as it is developed.
What do you mean that you lose your potions? That shouldn't happen, do you really mean that you had potions at the end of the week and next they're gone from your inventory? Or do you mean that your characters sometimes use your potions when not needed?
I'm sorry that you don't like the way I've done the combat and not giving you the option to do things, I actually had an idea how to improve the gameplay by introducing combo mechanics to some moves, such as the Spray Milk that Rinoa likes to use, so that she could follow that up with another move without "wasting turn" just to debuff an enemy.
Did you really have problems with durability already so early into the game? I may have to look into increasing the durability values, if it's already this early into the game a problem.
EDIT: I found out what you were talking about the items, they're not gone. This is an engine problem when accessing these menus when you have no actors at all in the party, I will hide these menus in future when you have no mercenaries as a workaround but rest assured, your items and equipment are not gone they just don't display correctly without any actors, due to the way MZ's Scene access (via mouse/keyboard) is gated by menu state (Scene_Menu.prototype.commandItem), which checks for this._actor or $gameParty.menuActor()— both fail if the party is empty.
Yeah, I realized that the potions were technically still there when one of them used one in combat. So, honestly, Rinoa is the main reason I find the combat frustrating. She just spams Spray Milk even if the enemy is already debuffed. I rarely use debuffs when I play RPGs unless I need to against a boss, so her using it against trash mobs that she could easily destroy with a swipe of her claws feels like a waste of time. As for the durability, I'm not having a problem with it YET, but including mechanics like this that needlessly overcomplicate and distract from what most of us are actually here for seems excessive. Again, the attempt at novelty and breaking away from the usual formula for these kinds of games is admirable, but I would try to do it in a way that doesn't take away from your ability to actually play it... One last small thing: I'm playing it on mobile through Joiplay, and it seems to really eat up resources, as my phone got insanely hot after just 15 or so minutes of playing. This doesn't usually happen when using Joiplay (and shouldn't for a game this simple), so I would maybe look into seeing if the game is unnecessarily using resources that it doesn't need.
I knew that it's Rinoa because she's the reason that I am making the combo system because before she has multiple moves, she does like to use Spray Milk a bit too much to my liking too. Her Feed Milk I feel is pretty balance, as it's both a buff and a heal. I came up with a way to make her use only on bosses, by checking on enemy's HP being high enough so that there's any reason for the debuffs and not just kill the enemy.
I will try something to make the items viewable and fix Rinoa's AI a bit, I'll edit this post when I've updated the demo build.