The largest challange is writting dialogue when it feels like literally talking to yourself, in text, and wondering is it funny and if theres even any point.
I assure you the tone you set is wounderful. You can add more and more scripted events, jokes, and dialogue scenes to interupt the combat.
The best thing you can do is make there be a finite amount of enemies to defeat. This will keep the combat mechanics pleasantly mysterious and make it hard to rely on grinding. The goal is to take combat from being a repetitive nuisance to something you look forward to and end up actively seeking out.
The multiple ways of ending each battle, as people decide if they want to make their charlie a force for good, be a jerk, or be a violent bad ass, or simply one who runs away, are major selling points for this series and allow for comparisons to undertale in the best of ways.
Charlie being a silent protagonist somehow avoids making her seem generic or boring, partly due to her combat abilities, and adding some dark mystery elements through the story certainly helps (in much the same way Omoroi is kept from being a kiddie story by the odd dark cinematic). Charlie has a real shot of being a Tsundere queen and her Jerkiness should be encouraged.
The best way to do this is to let you make choices after battles of what to do with the gnomes, even if it has 0 impact on the story or endings. Say, if you end the battle in a good mood the gnome will be chilling in a deck chair. End battle with violence and leave the gnome tied up, something to that effect.
Lastly, it would be very easy to implement some reward item after every major story point based on which combat method was most utilized. Simply awarding an item is easily added mid development without changing game programing or the story elements. However something you can wear/equip would be a bigger challenge but be loads more fun. (Like a pair of sunglasses, a sweater patch, a pair of combat boots, etc...)
I want to thank you for making a list of combat moves that is so difficult to figure out even i havent made heads nor tails of it.
In an rpg game where a list of moves is usually quite limited and boring this is a major achievement and one that makes me think back on this game time and time again. While the story, characters, and funny situations appeal to both adults and children, this world was one i found very much endearing and would have loved to be a part of.
Thank you for the work youve put in to creating something new, even if the project isnt yet finished and life has, as usual, managed to find a way of catching up, as it does for us all...














