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It's a neat concept to be able to draw your own commands, though taking on the role of a healer and supporter to the actual battle means I don't have much input in the fight being conducted out of view. Because of that, I don't have much of a sense of strategic planning as to which spells I should cast to benefit the situation at hand (aside from restoring mana). Casting my attention between multiple team members at once fits the theme, but in practice feels like spinning plates which can feel annoying and stressful when ideally imo, a turn-based system would help me step back and assess the situation more critically. Most of my actions simply amount to spamming the exact same healing spells on everyone over and over again, a feeling of repetition which is amplified when I have to keep doing it over and over without delay because everyone's health keeps going down with every passing second.

I would still love to see this developed; I'd personally like to see some different spells for different kinds of situations that crop up in battle, along with alternative effects that occur as a result of casting a spell wrong as opposed to having nothing happen. So for instance, if one party member were receiving fire damage, I could cast a spell to try and cool them off, but if my hand slipped, then I accidentally make their speed slower because it cooled them down TOO MUCH. I could then decide whether or not to cancel the spell or own my mistake and take the consequences. Maybe different encounters could be themed around different elemental status effects and I could swap my party members around like Pokémon or XCOM to better prepare myself.