Hello!
Thank you so much for implementing the debug mode, I wanted to see how the game finishes once you get to Wildemore so I got there immediately ;p Anyway... this time I played the game in random bursts jumping here and there using the debug mode.
The usage of ability/items in battle now feel better and organized. Although it takes a bit more click to execute an action, it definitely feels more intuitive which button is for attacking, defending, skills, or healing.I see now the attacker members have skill to target single or multiple enemies. Most of the time, targeting multiple enemies seem like a no-brainer. I think it would be beneficial to have significant damage difference between these two options.
I like the newly updated inventory UI. The highlight of each slime's affinity when you select an item is immensely helpful. Thanks to this, I was not overwhelmed this time in the item selection screen. I think you have addressed the huge pain point in managing inventory with this highlight. Regarding clicking and dragging items to the selected member's inventory... I am just thinking out loud here... I wonder if it will be better to just be able to double-click an item to transfer (I am wondering for this in my own game too where you can execute an item in a menu with double-click instead of moving the cursor across the screen).
Everything comes a bit more alive this time after you added more animations. Since the game revolves around battle, perhaps we can expect flashy attacking or skill animation next or in the future? I'd imagine this will be the main draw for the game.
Good work on the project! I felt a significant improvement in this update.