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Oh I do understand, realize now I worded it improperly. What I mean is that with 3 enemies per fight, when you 'lose' they all respawn and for example just after the respawn point there's that cluster of like 4? enemies. It turns into 12 different enemies you have to slowly spam click through the animations and everything for since there's multiple steps to each one. In that area you could prob cut out at least half of the patrols and still have a satisfying amount of combat for the size of the area. The second area from what I saw was more reasonable in its enemy count, although I had the game crash twice and couldn't myself to go through the actions for that group of 4 fights again to reach the boss. Alternatively reducing the amount of steps to 'satisfy' each enemy or making 2-enemy groups more common would be helpful.

Oh, so your issue isn't variety of enemies, just the amount in a given area. That's understandable, but I'm not sure I agree. Keep in mind that once you get to those four mobs, that's one of the only two screens of enemies you have to fight past, so I'm hesitant to take too much away from that. Swapping one or two out with 2-enemy mobs might not be a bad idea though. Of course I'm thinking about this in terms of ordinary combat: the assumption has always been that a typical playthrough will take out SOME of the mobs legit, especially the early ones, and THEN maybe end up in slut mode and use that to get past the rest. If you're tipping into slut mode right away, yeah, I can see that being a bit of a slog. I have actually radically streamlined how fast the slut mode fights go compared to what they were originally, but it will take you a bit to get through everyone like that.

Sorry to hear it's been crashing. For all its faults, RMGMaker is usually fairly stable. In fact I don't think I've ever seen it outright crash unless there was a buggy plugin or I massively screwed up a bit of coding. What do the crashes look like?