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> The number of enemies you encounter per area goes up to 4 quite early in the game, so you end up having 4 to choose from. Reroll would be interesting, but there aren't enough mechanics to have a cost to it, nor was the game balanced around it, so it's probably too late to introduce it. I thought the area selection is enough of a substitute, giving you some control over what you'll encounter.
The area selection is before knowing what you are going to find, most re-rolls are taken after knowing what you will receive so they aren't used for the same thing.

>Area symbols are determined solely by the # of each type that can appear at all rarities, so I agree that it can be a bit misleading early game. Fire and Electric combined have only 3 mons at common level, so there have to be some wildcards to fill up the quota. Not sure if I can fix this. I guess I can only recommend looking at the full list of possible mons and use the type icons as a very general guess
Maybe you can put bars or a graphic, something visual to aid the player.

>Not sure what you mean by team-wide penalty for assembling a comp - there are actually party buffs for having multiples of the same type.
I misunderstood the multipliers on the help text of each party bonus as "all mons get this bonus" instead of "mons with this have these advantages". I was very dumb, sorry.

>From my experience, the Steel bonus is more relevant late in the game, when battles take longer. It's really bad early when everything dies in 4-5 hits
Well I never reached lategame and assumed most combats would end up in less than 10 hits.

Another thing I forgot to mention is that this game is a lot more punishing with defeats compared to other auto-battlers. In most of them you don't die in the first loss, smoothing out unlucky rolls if the player is not able to assemble anything useful early on. Also they allow you to gamble your hp for a better late-game or gold leading to more choices, though there are people who don't like this.