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- Feb 16, 2023
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Greetings everyone!!
This is the most recent battle screen update for my game, and I would greatly appreciate your feedback on the new mechanic.

I have incorporated the ATB (Active Time Battle) mechanic, in which skills and items have their own unique speed or charge rates, labeled as Slow, Fast, or Charge.
Skills and items categorized as Slow or Fast are automatically utilized and reset the gauge to the beginning of their respective section. Charge skills and items, on the other hand, require you to gradually progress through the Charge bar, only activating the skill or item once the end is reached.
The strategy is straightforward: use a combination of slow and fast attacks to outmaneuver your enemies while simultaneously attempting to interrupt their Charge skills with special Interrupt abilities.
This dynamic and enjoyable battle system is what I'm aiming for, but I need your feedback regarding the following:
I welcome any comments, as I strive to create the best battle system possible.
Thank you in advance for your assistance!
This is the most recent battle screen update for my game, and I would greatly appreciate your feedback on the new mechanic.

I have incorporated the ATB (Active Time Battle) mechanic, in which skills and items have their own unique speed or charge rates, labeled as Slow, Fast, or Charge.
Skills and items categorized as Slow or Fast are automatically utilized and reset the gauge to the beginning of their respective section. Charge skills and items, on the other hand, require you to gradually progress through the Charge bar, only activating the skill or item once the end is reached.
The strategy is straightforward: use a combination of slow and fast attacks to outmaneuver your enemies while simultaneously attempting to interrupt their Charge skills with special Interrupt abilities.
This dynamic and enjoyable battle system is what I'm aiming for, but I need your feedback regarding the following:
- Is this mechanic entertaining and effective?
- Is the UI/UX design satisfactory, or does it require some polishing?
- What changes should I make to improve or modify the mechanic, or is there something that needs to be removed?
I welcome any comments, as I strive to create the best battle system possible.
Thank you in advance for your assistance!