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Sounds like you got a good plan to improve it! About the skills, I think you could put an item the player can use to read what the skills do. The only problem would be that would cost a turn, but maybe that can be balanced (maybe it also guards? Just an idea that came to mind as typing)? Or maybe an optional 'challenge' the player can enter that is just a room to read up on all of this. Would require the player to remember what they do, but it would be a start.

I think a separate group of short, quick, hard hitting bosses might be fun! I say go for it! That can be say a track B or something, and keep what you have on track A? Though I still think a couple leading up to that boss could be a good idea, as usually making players redo the first real battle on average is a great way to make them quit and not come back these days (or so I've learned). Hence why I suggested a couple easier ones first.

Best of luck as you continue to work on this!

Thank you :)!
Ohh I could definitely do that for the skills, and no worries about taking a turn to read them-I know an instant cast trick that means it won't cost a turn, that's what I use for the Journal in the battle menu :D. I can create an action below the Journal,  'Skill List',  that will let you read through your characters skills.

Happy to hear you like the idea for the separate Boss category too. Yeah I certainly agree that it could use some more battles before it, or scaling back its difficulty to have more difficult difficult Boss's after it instead would be nice. Maybe even a rematch with a stronger Slime King with a full set of slime battlers would immediately work well for that.
I hoped that keeping the tutorial boss as interactive as it was but an easier challenge could help reduce new players frustration when reaching the single Boss's intended challenge. It was a difficult judgement on how to scale its difficulty when I both wanted to make it a challenge to overcome, as too easy a Boss when it's the only one could leave you without any sense of accomplishment, but too hard would definitely lead to that frustration. Hopefully it's not so daunting that players who didn't defeat it wouldn't be willing to come back for other in-between challenge levels later.

Thank you so very much for your words of encouragement towards the project, I'll do my best for sure :)!