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Swift Illusion

A member registered Jun 10, 2016 · View creator page →

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Perfect solution! Not adjusting automatically at any stage really helps, and preemptively being able to separate the SV is real nice too.
Now it can more depend on the piece/location/perspective individually and I think will also help custom stuff developed by anyone wanting to take advantage of the generator itself too.
Also nice work with the ctrl+S addition too, thanks a lot for the quick turnaround of these changes :).

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The art really is beautiful, it has to be said.
And the program is very comfortable and properly flexible compared to other tools looking at it from that perspective I've seen.
Overall impressions as a package, I'm really excited at the idea of being able to have actual characters, with expressions that will allow them to feel and react.
Even though I'm not confident about my ability to conceptualize a story, I've always wanted to but many sets have felt restrictive/limited/etc, so I quickly dismissed it as a possibility.
Yes these all have the same default pose, but it feels natural and flexible with the expressions and possible compliment of dialog, and the full body allows for the flexibility in scene/presentation of cutscenes. So I have a lot of hope in it and it's an awesome thing to see.

However there's some immediately discoverable issues-
#1 - Being able to offset the pieces is awesome, however a tiny offset of the characters front hair, is offset far too much on the sprite.

#2 - Being able to offset the colors of parts of the clothing is really awesome, however it seems the palette doesn't match the sprite perfectly, causing some very different colors to appear between them, especially when adjusting the L/levels/lightness.

Some casual dark purple, but almost hot pink in the sprite.

More critical considerations would be the different clothing parts can feel so themed that it's difficult to mix and match, though more diverse color changes could help. But It would be nice if there were some 'in between' designs that could bridge the gap and make more combinations feel natural.
But don't let that come across too negatively, if you are thinking purely 'is this worth the asking price', compared to other paid sets that don't even get you sprites, if you were to just make the bare minimum combinations of matching clothing sets for both body types, you'd already be getting far more than most.
So this is 1000% worth the asking price! 

This is all just wishing for more inside a bubble, just considering the application/assets/desired usage as it is, without all that.

Some more things I'd like that are at least a bit less greedy than 'more clothing please', would be
- More facial expressions (Even though those included are real nice and full of personality)
- 'Complimentary' expressions like blush/darkened face/sweat drops/general emotive additions, that could add more flavor to the rest of the expression. (Some wrinkles/freckles nicely already included though)

There are *actually* 126 items in this pack.
That alone almost deserves 5 stars from an icon asset pack.
There's not 8 hue changes for a potion inflating the count of icons in the set, or more grievous like counting just a resize of the icons,
which I'm incredibly grateful for.
Then beyond that, there is ALSO 5 style variations (2 significant styles, then just 2 shades and lineart), which are useful for setting the tone of your project.

Though these are so unique in their style it'd be hard to align them to any other icons (note though it includes a style tutorial!), and is especially more difficult to edit than pixel art, if you think you can use these in a project I'd strongly recommend them.

The single thing that falls short with these is I see absolutely no reason to not include a higher resolution of the icons given their style, at the very least 128x128 resolution.
Either way it's 5 star quality, thanks a lot for your efforts in this pack!

Yeah, camera's can be a lot tougher than you expect depending on the kind of game experience you want to deliver.

Yeah sometimes Unity can really beat you down lol D: so can understand that feeling. Still congratulations on getting a game you could submit :). No worries :D

It was :) in an enjoyably lighthearted tone kind of way which I like.
Thank you very much :D glad you enjoyed them.

Very strong, intimidating atmosphere that fit how you approached the theme.
Gameplay-wise I appreciated the lights that stayed on, that let you keep a sense of spatial awareness that made spacebar less necessary/repetitive. And I think the final levels mazelike nature really aligned with that stage of the theme. Also appreciated there that you kept the paths already traveled lit so it wasn't as much of a memory game.

hahaha :)!!

What a lovely little game :)!
I love that one of the quotes is just "half-life 3" XD
The tone of the game really helped the relative simplicity of your actions stay engaging. I was happy to be able to complete it, really nice work :).

Neat concept on the theme and how to progress the pinball machine, but yeah sorry you couldn't get all those mechanics in there. And without sounds and feedback it's not as engaging as it could be, I especially felt confused about progress and didn't feel like I was properly discovering a way forward.
I did however love the touch of the moon getting closer to you, and the flippers/nudge controls felt natural to engage with so nice work on what you got in there.

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29 Seconds
And could definitely be faster haha.
Regrettably the movement mechanics seemed to clash with the levels design, but they were still within themself fun to engage with so I enjoyed navigating the world you made :), even if the camera's rotation was awkward but I see in your previous comments that was a struggle to work out.
The box impacts were super crunchy, so maybe giving you a score instead based on timeXcrates could have given you more incentive to interact with the level.

Overall it was a bit awkward and the level felt somewhat counter intuitive (and the strong fog and limited telegraphing made it difficult to navigate 'properly'), though it complimented the speedrunning breaking tactics you mention, and I really liked playing through it :).
Nice work on a fun entry.

Crazy that this is your first game, a game jam is the perfect entry point and this is a really nice start!
Really like how immediately evident the theme is here, even without the smart title that managed to include it literally :). Great aesthetic for the house and items too.
I think 3 minutes and the amount of objects to grab sets a well balanced pace for the experience too.

Some critique:
 - The characters movement felt very stiff and awkward, leading to moments where it was difficult to try and step your character and its rotation around to pickup an item. Some games play to that awkwardness, but here it just felt regrettably jarring.
 - The box hiding under the table felt cheap. If you could set a precedent for objects needing to be found it would be a neat discovery moment, but in this case it just felt unfair.
 - Dropping objects in the truck felt very loose and often I had to press space multiple times or move around to try and find what felt like an invisible 'correct location' to drop the item, even when the zone was highlighted blue.

Some suggestions-This is personal preference stuff and all depends on what kind of action and experience you wanted to deliver with this, but hoping it helps you consider more for a post jam-next project moving forward if you get into games after this first experience ^^:
 - Reduce the truck size by 2 depth (so 2x4), and have the stacking size of objects be considered when placing them in the truck. This way you'll add an easy to recognize and engage with layer of light strategy, making a player need to juggle in what order they move items into the Truck.
 - Remove the energy bar of the sprint, and instead make it so you can't turn while sprinting. This helps move the focus back to the action of moving the objects around and gives more impact to the feeling of holding it vs not holding it, while giving simple moments of contrast as you move around the level.
 - Change it so that instead of just losing money while bumping into something, the box drops upon impact too. That'll create a more impactful and recognizable 'oh no' moment and break up your activity, making the trip to a box and the trip back with a box feel more varied. Refining the characters movement while also making it a bit more slippery would make this part of the gameplay loop more tense.

Overall I enjoyed getting to play this entry, well done :).

Really nice work on this :). The pacing of levels/difficulty felt smooth and the physics of the balloon/snake were engaging, and I liked the egg as an additional objective-especially it changing the shape and physics of the snake.

A few things though:
 - I really liked the introductory levels structure, but I think it would have benefited from having the balloon be able to pop in it too. It's not something that really needed explaining, but for it to not pop there, then pop in the next level was weird.
 - Similar to above, the ability for the balloon to pop against the environment feels inconsistent. Sometimes you can push into the wall quite a bit and it won't pop, other times a slight mistake will make it pop. As a result personally I'd rather it just always pop against a wall, as completing a level after it luckily didn't pop or losing the level because it unluckily did pop didn't feel as rewarding as when I just acted as if a balloon was lost anytime I hit the wall.
 - The eggs were neat and opened up a light sense of exploration to get them, so when you got to the level with the rising/falling platforms and the eggs just in the middle, that felt a bit flat.
 - Just a bug/issue:If you just click on the snakes tail and let go quickly, you'll end up with the tiny balloon-not completely inflated, but with the physics of the full balloon. You could abuse that to make some of the levels/obstacles easier, so it'd be good if you can have the balloon continue to inflate fully even after being attached.

Haha, sorry but I'm glad you were able to feel attached to them so much as that was my aim :D.
If you reached the final moment I hope you saw I wasn't just mean :), though I didn't get time to make it more impactful than losing them.

Really happy to hear that :)!
Yeah, with this theme and character, I wanted to be able to push some more on the tone and emotional side of the games experience. Because of that I felt it important to flesh out the character completely, rather than make a simpler version as I normally would and wait until post-jam to polish it more like last time. As a result though I lost an entire day in Unity trying to get her bow/hair working with cloth, finally concluding Unity's built in system was never going to function well enough so I had to buy Obi Cloth, which resulted in more than a day for that to get it functioning fully. I love and appreciate all this artists designs so much though so I was happy to hear people like it and was glad to see it fully realized, but that along with other difficulties meant I had to really pull back the scope of mechanics to keep it short and sweet.
And because of the smaller experience I had time left to make, in addition to consuming time I was worried additional mechanics would muddy the core theme, or make it harder to create the quick and simple attachment to her minions I wanted if you needed to spend time learning things.

Thanks so much :D, was only able to reach the games conclusion with a couple hours left so didn't even have time for a camera zoom or slowdown to frame that final moment even more, so I'm relieved to hear you liked that :).

That is strange.
Ahhh sorry, looking back between your new example and everything I was able to work it out after checking more things. The original 'working' wasn't working first of all xD; it was a left over layer from the original method of creating a region map matching the property regions, the one thing I forgot to check.
Removing that meant the bush I thought was working, obviously wasn't because as you say AEL_TilesetPropertyRegions had to actually be before it.

What I missed was the 'Tileset Name' property in KEN_TiledFlagsLayer. Renaming that fixed everything :)!

Works absolutely perfectly, thanks a lot :D!

I would suggest though if possible, to list in one of the plugins that 'KEN_TiledFlagsLayer' should be before 'AEL_TilesetPropertyRegions', otherwise it results in an error/crash.
Because it was new I added it initially below, and double-triple checked that the tileset itself was setup correctly before considering the plugin order.

It probably has something to do with the way it's rendering/the RPG Maker MV version.
Normally game capture doesn't work, but window does. That's not the case here though.
What you can do instead is use display capture and resize the recording area (Hold inside the screen preview area and move then resize the rectangle. Hold ctrl while doing so for it to not snap to the edges).
Here's my settings working with the same OBS version

Really enjoying these example action sequences, has me even more highly anticipating the chance to use them all in my project, thanks for sharing these alongside the amazing plugin collaboration :D.

Absolutely amazing work!
The slide in/out direction was one of the first things I noticed missing, having to use a workaround by setting the character to mirrored if you wanted to make use of the slide for the right side.
But this has absolutely everything else I could think of too, the multiple characters in one image+timed character changes, awesome stuff!
Thanks for improving this somehow already :).

Yeah absolutely. It does depend on the tone of the project and how you want to present the gameplay, but characters and personality can certainly help engage you more and give a change of pace between the action. Thanks to all the control you've added with the plugin I have a lot more control over that presentation and tone now, like just all those kinds of movement types are too good :)!

No worries :D thanks again for the effort you put into the plugin :)!

You're using the wrong text code.
To have it show behind the text you have to use "\bust[1]"-"\bust[10]"
Otherwise it just replaces the face graphic.
Further instructions are on the page/in the help file.

It's not so much, for me personally even though I focus more on gameplay/mechanic driven design, that I didn't want to use busts. Rather the included functionality was so basic it wasn't impactful enough to be valuable.
Thanks to your awesome work on this and having shared it, now I'm looking forward to the idea of giving the tutorial more personality with a character bust to accompany the dialog.
Looking forward to what else you might share from the perspective of a visual novel maker, like the auto message colors, even if they don't quite work for my own project.
Thanks for all you've provided already, really top quality stuff :).

And here is a video of me walking through the project in Unity to show how I use bolt and discuss the game a bit as I play it.

Here's a gallery of gif's of the game using Bolt in action :)
(In imgur because of their filesizes-I have descriptions below each image)

This game has an awesome aesthetic, one of my favorite general game stylings, but regrettably I just couldn't have any fun with it because for me the shooting trajectory seemed unpredictable/not working?
There may be a trajectory disconnect somewhere or mouse angle issue, but sometimes it would launch the projectile from far to the right, sometimes to the left, sometimes in the center. I couldn't workout any pattern like it being related to world axis or anything, and it meant I couldn't really find any fun in it enough to try and complete it, as even directly next to a hoop would sometimes miss because of the shot offset.

Still the concept behind it is neat, it'd be fun trying to manouver the bullets around hoops after they're launch, especially within the idea of a time race. Being able to shoot once and move the bullet around to hit 2/3 hoops along the way and save time would be cool.
Maybe I was missing something, or maybe you can consider making the initial trajectory more reliable, but still it's a nice looking package I wish I could enjoy and I like the idea behind it.

Really thanks a lot for checking the game out, watched the vod of you streaming it from the start and enjoyed it.
One main thing you missed though is when shooting you could charge the shot, those 3 red lights grow over time to let you know what strength you're shooting at after release.
Thanks for sharing your time too :)
I have an advantage being the designer lol, but if you're ever inclined to try the game again here's my current best score (managed perfect timing on enemies and door hits but struggled a bit with the boss)

Oooh awesome. And now I get more what you mean by epic, different protagonists is a cool way to tell that kind of story-gives you the sort of advantage movies/books get being able to show different events but it feels more game-paced, and you get to follow the events happening in a better fashion instead of being thrown all over the place. Let's you develop a story much larger in 'scope' and digest each characters stake in that story and get invested in them without losing focus.

Well you failed because everything you've mentioned and detailed more has ended up increasing my anticipation haha, obviously that's not a bad thing though :)!! Short of me now being even more invested in waiting for this games release lol.
I totally agree. Illusion of choice can have it's place, like I'd really enjoy playing through a game with a character with different options of what you'd expect them to say with their personality-kind of like how when you try to respond to someone sometimes you think of multiple things you'd like to say. Then even if it just affects the current dialog it feels like some extra engagement and invests you in that exchange some more. And if the mechanics were fun enough to want to play through the game you could get some extra enjoyment seeing the characters bounce different kinds of dialog against eachother in a second run.
But when you get an obviously good choice, obviously bad choice, and a boring choice no one would take, that only affects the next line, that's just like really why? You honestly needed to add that bullet point 'feature' to your game?

Thanks, despite everything my single passion is game design and I love it, just producing the games is rough lol-hopefully I'll eventually get to release something more complete. Regrettably without confidence in writing and being super picky about stories I end up limited to more standalone mechanics focused projects so in addition to everything else it's a bit tricky, but as long as someone can have fun with it I'm happy.

I think for me I've been 'broken/turned off' by so many branching games and incomplete stories that they end up creating a level of fear for me. Like, either I feel I'll be missing out unless I play every single path or there's a pressure to, and then it's a question of when to stop playing, how many paths should I take, do I have to make decisions I don't want to (e.g. some games require a 'bad character' playthrough to reach a 'true ending'), and how do I know it's a true ending? Some games won't tell you.
I don't wish at all for this to sound negative, as possibly my favorite game ever/in years honestly was the recent 'HEARTBEAT' which had requirements for the true end, though it wasn't large scale branching like some.
Another weird struggle for me, is the desire for a happy ending (generally the true ending). There's a difference between a game where you can read/see the ending and go 'awesome I want to reach that', even if there's parts of the story you'll bawl your eyes out at. With multiple paths, you end up needing to wait/hope for someone to have a detailed glossary or walkthrough of how to reach it, and then you're essentially reading the entire story already. Granted in a game you can enjoy the mechanics, and those described on the page sound like they'll be fun to interact with too-unlike the usual VN stuff branching paths are normally found with.
And I'm not trying to pressure you to try and sell the idea or anything-knowing it's a more integral part of the plot already has me appreciating it more. It's more often just a box someone is trying to tick or a target they're trying to reach than being actually passionate about the interweaving stories, leaving some feeling empty and rushed (which is why I've ended up uncomfortable with them), and not necessary or important like how Automata properly used it. I'd always love to see it done well though.
Obviously I know with your passion it'll all play an important part and I'll be super excited for whenever you do get the game to completion, just I'll be hesitant about jumping in unless someone share's a path to the true ending and what's required to reach it. Goodluck working on such a complex story structure :).
(Also sorry for the long write lol, just wanted to try better express what I meant)

Oh true, especially in tilebased games where map puzzles are important, or anything like grid movement where it can break the pace of battle too. Something I'd always be happy to forgive if the gameplay relied on just having 4 directions. It's more where your simply moving through maps that it feels restrictive to not be able to move diagonally.


Knowing how many designs I've had to give up on/won't be able to make for the many reasons that can pop up, it's inspiring and heartwarming to see how you've kept the strength to focus on this project for so long. Not to mention everything you've mentioned being able to gain as a result from skills to valuable friends.
I can't say the games description is something I'll enjoy (I prefer a more linear focused 'true story' than branching endings etc-I'm a weirdo who wants the end of a story spoiled for me so I know if I want to read/watch/play it lol, multiple paths breaks that for me). However I sincerely hope you can keep going and enjoy this project even more in the future and yours and everyone's efforts will be paid off at the end :).

Also just a personal opinion, but I've honestly never cared for 8 directional sprites. The thing that's more important for me is *moving* in 8 directions, even if there's only 4 sprite directions, it really helps the feel of navigating the world.

And wow, that is some properly awesome music! Though I severely regret not being able to get some music I commissioned into a project, I had so much fun listening to them as my playlist to keep me inspired while I worked on it. Can be a really nice thing.

Was super excited to see this after how much I loved your teams last igmc entry, and it was just as cute and charming as I'd hoped :D. Though obviously sad it's just a setup, that is what the igmc asked for this time and it's an awesome setup. Especially based on some interesting search results in the database.
Some simple common puzzles but, because they work as a result of 'alien secrets' it gives them a bit of extra charm-they don't overstay there welcome but just nicely move the game along.
Really hoping this can expand some more, lovely characters established and they have a fun dynamic, hoping they'll get a happy ending even if you don't get to fully realize the game.

Cool to hear all that :). Yeah I too got to have a few levels where I was like 'wow I solved it like that :D' feeling it surely couldn't be the logical method and I'm sure that'll only increase as you expand/evolve the game with the ideas present and you've mentioned wanting to add, so I'm really looking forward to it.

One suggestion I have at the moment that wouldn't affect gameplay but I'd appreciate as a way to smooth out the pace some more, is a more immediate end to the levels that have a foolproof end. E.G. when a skull needs to be destroyed, once it is destroyed the slow building sound effect to the levels completion just feels drawn out - there's no way for the solution to be 'unsolved'. It's certainly relevant for things like get x in x box in-case it comes out of the box, but those skulls aren't coming back. Likewise anything that falls off the screen.
At the very least it should be quicker for those events. Playing through many puzzles in one session made that feel super tedious over time.
(Granted that might tie in to your levels general logic and goals for puzzle creation but it would be good if different objectives could have different end level timers like that).

If you've had any fun playing physics/machine kinds of puzzles, I'd strongly recommend this game-at the very least checking it out.
It shares some of the problems of the genre like levels being too obvious as a result of what items you have to use, and others taking too long just because the object interactions take a certain amount of time and you have to wait to see the result/tweak it.
However it's a lot of fun and is just as strong as any of the games that inspired it, but also has a lot of charm and some of the interactive objects like the spells and globes/books that can pass off/cancel those effects make for some cool puzzle options. I also really like it when how quickly an object can brake becomes part of the puzzle.
Really a lot of things to like about this game.

Also this 'demo' is basically a small game, which as the dev's mention is a result of this kind of game being difficult to intro without having a lot of the fun interactions already existing. And you want to see how everything can interact.
So definitely if you had fun with it I'd also recommend sending some money their way too. I'm hoping they'll be able to keep working on this, expanding what exists, refining and adding puzzles, and making a whole lot more fun content to tinker with :D.

Wow, super excited for that :D. For free even is really generous, thanks a lot for your efforts :)!

Really great puzzler that uses some golf concepts, like resetting just before you fell into water, to evolve the mechanics in really fun and intuitive ways.

The card selection for which action might feel gimicky, but really it's a smooth way to select your actions and the game has a great flow to it. Especially with quality of life stuff like the last remaining action/card being automatically selected so you can quickly push through to the levels end.

Just really wish there were more levels. It feels like the mechanics there could have so many more levels built with them in mind, a level creator would just be the best.
Either way it was a fun and engaging couple hours with mechanics and ideas introduced at a steady pace, strongly recommended!

A really wonderful, immediately accessible 'jump in and play' experience.
The mechanics in battle are simple, but this lets you ignore any learning curve so you can fight the boss enemies and get a feel for the atmosphere of dragon bones animations in action.
Personally I think that makes this project perfect for its purposes.
With that in mind, the boss's look awesome and hopefully inspire you to check out more of this artists amazing contributions for RPG Maker and enemy variety in general (as written in the terms of use these aren't limited to RPG maker, and you can already find some prepared in the Unity asset store).

There's some really engaging systems going on in this game and it has been pretty fun so far, but I feel there's also a few areas that don't quite feel polished enough-if I were to be nitpicky.

The effects/artifacts are a real strong part of combat and I like what they add to it, alongside the relative frequency of 'instant' attacks vs normal attacks. Makes for some fun set-ups in battle.
Also the team of 3 feel like they really compliment each others actions in battle which helps it all come together.

Some quality-of-life/hopefully constructive suggestions:
-- Teleporting 'back to base' next to the fountain and needing to use it feels natural, but I feel like when exiting you should be able to just use that item again to select an area. As I often felt myself not just wanting to heal up but go to the shop, having to travel from far left to far right just to get back out into the dungeon-a gameplay loop that seems like the focal point, feels too slow.
(( BUG NOTE: The second waypoint I found didn't save for me properly ))
-- Your star meter is really hard to read at a glance. It's hard for me to tell how many 'bars' the skills require. If you could alternate each segment of the star with yellow/white/yellow/white etc, or something similar, it would really help with that. Because it's something I was always trying to look at it impacted the experience for me quite a bit.
-- The stars in front of enemy hearts, for the boss-ish enemies etc, both look awkward and detract from some of the strategy/readability of the battle. Most noteworth is when I'm using the character that can strike down a whole heart guage, I couldn't tell how much of the enemies heart had been damaged yet behind the star. Something still obvious but not as 'in the way' would be really appreciated.
-- One of the characters deals bonuses based on whether an enemy was affected by a state or a debuff. They can be pretty hard to interpret the difference of, so it'd be really nice if you had a different border color or something to better help distinguish debuffs/states on enemies. Would make the decision of which skill to use a lot easier.
-- Not too important, but I think the very basic looking turn order gauge detracts from the rest of the 'character/style' the game has quite a bit. It feels almost out of place compared to the elements, especially with things like the 'stamina' gauge been represented by a star, etc. It would be nice if it were a bit more striking in appearance, even just some extra contrast for the boxes would be nice.
-- I do prefer 'on screen enemies' that I can target/avoid, but I do like how you've made more prominent battles have on-map battlers so can be more prepared for them. This helps alleviate what I know is super personal preference a bit.

Overall it still presents a pretty fun battle system, especially when thinking of how the combat/effects/artifacts may evolve alongside the enemies later on. Nothing super engaging world/character wise yet, but the dialog as still added more character than a generic 'you go kill enemies on x through x floor' while alluding to more development. So I'm looking forward to seeing this all grow more :D

It's going to be hard for me to go to sleep tonight, don't want to put this game down :(.
So far the experience is continuing to be absolutely awesome, having just made it past the first mass of tears as the deeper story unfolds.
So many layers of enjoyable and smooth mechanics, absolutely in love with this game.

Just a quick simple bugfix to report though atm:
After Klein's journal is available on her bed, if you read that the black/screen doesn't unfade after it. Just missing an event in there somewhere-I managed to navigate to the bed to sleep and that unfaded the screen for me.

Also, though it's not something fun to have to tell players, I might give additional advise on the necessity to save frequently somewhere in-game at the start. Having been as hooked on the game as I have been, It's crashed a few times now. Not much lost thanks to reading the readme, but it feels important enough to be mentioned in-game unless a future RPG Maker update/build helps resolve the issue.
(If possible I'd recommend adding auto-saves after a Mog Cluster, as that was a tough battle to redo after crashing, and they're noteworthy/not too frequent).


Ahh, yeah that's understandable. Thanks for at least not disabling it, as that would make it hard for me to personally play the game, I'll just keep that in mind when making any interactions with the game in the future.

No worries, I can certainly imagine that-some factors/results of RPG Maker can be impossible to understand regrettably lol ^^;. Thanks for trying your best to do what you can though, like making difficulty settings adjusted later on in your adventure, etc :).

Absolutely loving the tone/polish/pace of the demo so far and looking forward to the final release.
However I wanted to report a bug and couldn't find any 'best way'/suggestion on how to report it, so thought with you thankfully active here I'd mention it here.
-When selecting skills with the mouse, it seems like that causes an automatic target selection as well. That might make players mistakenly believe skills can't choose a target (as pressing z/enter to confirm the skill does let you choose the target).
Weirdly it doesn't do that for Troz's Puppy Breath skill, which as a skill targeting all enemies should be the one to auto select if any.
So it might be some problem with the skill+key settings somehow? As otherwise it would be a universal problem.
-Also just a small suggestion, but it would be nice to have access to volume options after entering the game too. I've had to save and exit just to adjust the volume after playing more of the game and thinking it needed further adjusting.

Especially with all the additional battler's already made available at, this is a perfect set of general player characters/opponents for experimenting with RPG Maker MV.
Though still limited in scope player-character wise, I'd strongly recommend this for anyone wanting more vibrant character/enemy assets to make a small project with.

Note that the massive collection on this artists site is a great alternative for projects of any scope (and my personal favorite to work with).