I'm currently focusing on building the core system, so there haven’t been many visible changes since the last update. The main addition this time is a few new playback controls—such as pause, zoom in, and zoom out—during animation sequences.
For the battle system, players will be able to use not only light attacks, heavy attacks, projectiles, and tackles, but also elemental attacks like fire, ice, wind, lightning, and earth. The goal is to create a balanced system that allows multiple ways to respond to enemy attacks and magic.
On the defensive side, the previous game’s “Heal” ability felt a bit underwhelming, so this time we’re experimenting with a new “Heal Guard” that combines a small recovery effect with guarding. As for special actions, only "Plead" is implemented for now, but we plan to add more if good ideas come up.
Also, the QTE or button-mashing dodge mechanics from the previous title will not return, since they could increase player fatigue and interrupt the flow of the animation.
The story structure will feature two main parts: the Main Story and an Alternate Story, the latter incorporating several short-form scenarios we’ve created before.
Given the nature of the game, a free-roaming field isn’t necessary, so we’re not planning to include field maps. However, we may include a simplified travel system using an overall map.
Development is currently progressing in three languages—Japanese, English, and Simplified Chinese.
Please note that all features and plans mentioned are still subject to change.
The ZIP file also includes a bonus video.