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I can't play this. The blurring during combat covers too much of the screen.

This is based on just the first battle, but what good is it to tell the player to try to demand surrender as much as they can if there's no indication for when an enemy is likely to surrender?

Thanks for your feedback and sorry for not replying sooner. In hindsight, I should have prioritised making proper battle backgrounds rather than just having the normal map in the background. For Demand Surrender, I wanted it to work on remaining enemy MP, kind of like a Pokémon deal - the lower the remaining MP the better your chances - and display the remaining enemy MP by retooling Yanfly's visual HP bars but this wasn't ready in time for the contest so I opted to instead make it purely chance based to just show the intent behind the skill. These are both things I can work on for future releases :)