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(6 edits) (+1)

Thank you for the detailed feedback, and I'm sorry you didn't find it engaging enough to continue.  A few responses:

  • The issue with screenshotting/recording exclusive fullscreen is a Windows issue; I'm not sure why exactly, but I've looked into it before and have seen it occur with many applications, including AAA games.  There is however an engine issue at play here, which is that Godot for some reason automatically makes an application running at full native resolution exclusive, not windowed.  The workaround to achieve windowed fullscreen is to set the window at 1px smaller - but the problem with that is that on a 16:9 display, this drops integer scaling down to the next lowest level, causing the effectively fullscreen application to run letterboxed and possibly show a pixel of desktop at the bottom.  This is maybe less of a concern than it was originally, since I now have integer scaling turned off by default.  I can look into adding a windowed option.  I've found that pointing OBS to the display device rather than the application allows it to record properly, which is how I captured my own footage.
  • I am not sure what you mean by hijacking mouse functionality.
  • The lack of things like distinct field icons and attack animations is not homage, but compromise.  This is simply due to the limits on my time and artistic skill, though I also view attack animations in general with skepticism because they can easily make combat drag.  I can't draw and animate everything that I would like to, let alone draw them well and position them convincingly and visibly (consider a lever or magic mouth on a wall, for instance), so I have focused on what I can get the most mileage out of and leaned on flavor text to help fill in the imagination gaps.  This frankly doesn't bother me as a player (even Experience does this), but I recognize that it won't be to everyone's taste.
  • The status option in combat shows active effects for all combatants.
  • Defense is primarily evasion, but in practice can also reduce damage taken from hits, as crit damage is based on the margin of success of the attack roll.  Armor is a straight subtraction from all damage.  The help screen gives a rundown of what all the stats do.
  • What you say about the slow leveling, tight economy, and high damage from enemies is all intentional, and difficulty tends to be highest when first entering a new dungeon, including the hospital.  Sometimes a character does get dogpiled, and I don't really intend to code anything to prevent that.  If you get trashed in a bad combat, reloading is entirely legitimate.
  • Your party build sounds solid.  Aspects have minimum stats, but don't otherwise directly influence them; it sounds like you gave War a 12+ Vigor and a greatsword, which will give them a fairly hardy basic attack.  This is true regardless of aspect, though some are harder to raise to 12 Vigor than others (I'm considering loosening the minimum stats).  Base stats never increase (AD&D style), but certain substats grow at a rate derived from the base stats.  For example, Power increases every level, and the higher your Vigor, the faster it increases.  Defense and Accuracy increase at a constant rate.  Going from level 2 to level 3 does make a significant difference in the hospital, and fully exploring the first map should almost certainly level everyone up to 3.  Character creation states that base stats cannot be changed later, but I didn't make it explicit that they are wholly static, so I can clarify that.
  • M. Attack is meant to be weak; originally staves and wands could not attack from the back row at all, and this was added to give those characters an alternative to just defending when not spending MP, which I think "feels" better.  Magic weapons aren't make-or-break for skills, though, so a whip or (for a stronger character) bow is also an option for the back row.
  • The equipment weight rules are definitely not perfect; this evolved as a kind of compromise to partition equipment in some way without having hard stat or aspect requirements.  You're generally meant to keep weight at zero, though the penalties for not doing so might be too high.  I'm open to suggestions.  There are a couple of unique accessories in the game that reduce weight.
  • I did try to give each of the three NPCs their own personality and voice, so I am sorry that that didn't come through.  I'll take another look at their dialogue.
  • There is an option to flip the targeting controls.
  • Support skills are admittedly not as compelling as I'd like.  I'm again open to suggestions here.

One thing to clarify, I misspoke when I said OBS as I am actually using Streamlabs. I do have it set to capture a screen/display rather than an application or window, which is what surprised me about it failing to grab my testing footage. Still, I can try the non-windowed approach if I run into a similar issue with this (or another) game in the future. It sounds like you may have a viable workaround moving forward, as well.

The mouse cursor can't leave the game window when set in fullscreen mode, which is what I meant by "hijacking". I know this is not entirely uncommon, though I had a controller plugged in and for some reason expected that to take priority, allowing the mouse to interact with the OS or other applications.

Sprite work is tricky and time-consuming so I get that compromise. To me it does affect the readability of the game, rather than just being about presentation, and I'd personally prefer even very simple animations over having no visual indicators at all. But you'll of course need to weigh that versus the level of effort and how many other players have even mentioned it. I think quick, punchy animations like SaGa I's could work, but you'd want to avoid more elaborate sequences like the ones added to certain DQ III remakes.

I did see that status icons were displayed, I just wasn't sure how to easily identify what certain states did (especially the ones added by monster attacks). It's possible there was something I missed in the game guide or an NPC dialog.

I do remember checking the in-game manual for stat info regarding Defense, etc. and must have missed this one, or was perhaps overloaded and didn't absorb it.

The difficulty and economy are curious design choices to me because I generally associate transforming magical girl squads being much better aligned to a flashy power fantasy than to a sort of grindy, attrition-based experience. I'm not saying it can't work, though there are some points where I felt like there was a major disconnect between how our protagonists are framed, versus how they actually functioned in combat. And it's one of those things where, if subverting audience expectations was the goal, it may actually need to be more overt to really drive the point home.

I do agree it would be best to at least convey for the purpose of stat allocation that these choices will permanently impact equipment selection. Just because "cannot be changed" could come across more like "you cannot respec your build" rather than how it's actually intended. At least in my case, I saw that and assumed that I couldn't fiddle with the base scores after leaving char gen but they would still grow as we went through the game, either via items or possibly just levelling.

I didn't try changing any of my back row characters to better weapons mainly because it felt like their spells were barely keeping up as-is, and I was skeptical about conceding any additional spell power. While having slightly more meaningful basic attacks would improve MP economy, it's generally better to have one good skill with a cost and one bad free skill, than two mediocre skills (even if one of them is free).

The weight system seems OK to me. I may have been more inclined to theorycraft if I knew how much of a difference in hit rate 5 or 10 Defense might incur, since I could then compare that to average incoming damage and decide if it's worth the trade based on those criteria. But I think my friction was due to some game systems being a bit opaque not the system itself.

If it helps, I found the technical writing better than the characterizations. But either way, nothing to be sorry about!

Being able to flip the controls is welcome, it just struck me as an odd default configuration. Again, pretty subjective. Though I suppose even flipping that setting won't necessarily resolve the enemy back rows being partially hidden by the front rows.

I don't think there's a problem necessarily with the support skills being less "gimmick" driven compared to melee and direct damage abilities. Though support skills often get used less when healing is a frequent need, and MP reserves are very limited. So it may be worth revisiting costs for some of the peripheral stuff, before increasing / tuning their effects.

The mouse cursor can't leave the game window when set in fullscreen mode, which is what I meant by "hijacking". I know this is not entirely uncommon, though I had a controller plugged in and for some reason expected that to take priority, allowing the mouse to interact with the OS or other applications.

I can't reproduce this.  Can you provide more details about your setup?

I did see that status icons were displayed, I just wasn't sure how to easily identify what certain states did (especially the ones added by monster attacks). It's possible there was something I missed in the game guide or an NPC dialog.

The main menu during combat has a Status command.  This will allow you to select any combatant and view details for all of their active status effects.

there are some points where I felt like there was a major disconnect between how our protagonists are framed, versus how they actually functioned in combat.

Can you give examples?

I don't think there's a problem necessarily with the support skills being less "gimmick" driven compared to melee and direct damage abilities. Though support skills often get used less when healing is a frequent need, and MP reserves are very limited. So it may be worth revisiting costs for some of the peripheral stuff, before increasing / tuning their effects.

I meant the passive skills that you choose during character creation.  You said that some of these lack synergy, and I agree.  I like this setup, but the choices could be more impactful or interesting.