Thank you so much for letting me know! And I totally understand, the combat can be further improved that's for sure, but I always thought of it as a basic auto combat, like how in some games you can have minions but not fully control them directly, that is exactly what my goal is, i k now it's a bit niche but I purposefully made it so you didn't need to handle each character skill set, but I totally get that it can feel too random, an easy fix that I've been thinking about it's adding special consumables so you can better guide the characters in who needs to be harmed or healed, the order issue it's mostly visual, the bar that shows the order it's unfished., but they do act based on their speed stat, but can't attack multiple times in a row, it only determinates who's next and it gets recalculated after each turn to consider speed buffs/debuffs! that's why in some cases you seem like the next one to be able to attack but if in the middle of a turn the enemy got a speed buff, it will likely change who was next! in Godot I'm doing almost the same but as an RTS instead of turn based. That is the kind of gameplay I like the most, where you can, equip, prepare, guide and aid but not control! I think it falls in to the auto-battler RPG genre, the examples you gave me are great but aim for totally different experiences!