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.