Thanks for the feedback. Yeah the rain effect seems to be more expensive than I thought, so it’s something I’m considering adjusting, though I admit it’s currently pretty low priority. Yeah the gacha was a little busted I suppose, sorry if it spoiled your experience.
You can indeed only counter spells if the enemy is sanctioned, that means exactly what it sounds like, if the enemy isn’t sanctioned, you will just take the magic damage without any counter opportunity in most cases. However, with a very small number of exceptions, only a few bosses and boss-like enemies can actually use spells. That said, the demon fights more or less require Holy magic. There’s also a mantra that allows you to counterspell without sanctioning enemies. Nightsea magic also has an effect that allows you to perform counterspells if you meet certain requirements related to auras.
Sky is very good. I may nerf the wounds it inflicts. I think it’s weaker pound-for-pound in terms of damage output than more damage-focused spell schools though, so the tradeoff to the MP regen and rather comfy playstyle is longer fights. I do think it’s possible it’s too strong, though. Like you said, the game is pretty easy, so something comfortable to use and with a lot of utility is maybe too good to pass up.
It’s possible there’s too much emphasis on flawless victory and not enough on fast clears, and maybe that flattens the game’s strategy a bit too much. Maybe adding a bonus for ending fights within a small number of turns would be a good way to incentivize different, slightly riskier builds.


