I took a look at your game and I compiled a list of things you should considering applying to your game.
- Intro should use the same song as the main menu to set the mood of the game.
- You should make the sea sailing segment in the beginning shorter
- You should use \I[x] on your elements to give a visual indication of what that element is. (Base x on the icon you want to use for that element)
- The statistics is a nice addition to the menu and the main menu page looks clean
- Add text indicating you should go to the cave to save your game before setting off on your adventure. Remove the save command in the menu if you can’t use it there
- Have the Enemy HP pop up on all enemies when you attack them. They appear on only a few of the enemies.
- The bat could use one more skill other than Attack and Screech
- The battle results screen is clean tells you what you need to know without being too flashy
- The freedom to progress through the game is a nice touch of freedom
- The random encounters with the slimes shouldn’t spawn clones. It feels more appropriate for the slime for a mini boss fight. You could do the clone spawn when you have more party members
- You can make the first skill you learn through BP cost 5 points so you don’t spend too long with another skill to use. It makes for unnecessary grinding. Alternatively you can start with one more skill other Attack
- Add some enemy variety in the cave and field instead of increasing their numbers
- Add more skill variety other than increasing the amount of the times the enemies attack. You could use the elemental attacks or skills that do small damage and inflict a state.
- The Double Strike is too spammable, you could make the cost higher or you gain less TP when attacked
- Have the rats have a second skill aside from Attack and Escape. Lower the frequency of Escape so the player is able to defeat it without it running on their first turn. Apply change to Big Rat too
- Have “immortal: targets, false” at the end of you Double Strike’s Action Sequence
- Make the potions heal more, once you get to 4 and higher potions don’t heal enough
- On the second floor of the tower don’t have two locked doors, this makes this segment a bit tedious. Alternatively you can give the keys two uses before it breaks. You could do that by add a variable up until it reaches two then it makes a Common Event say your key broke
- The encounter of the Big Rat is too low you should raise just a little
- I like the use of music in the cave and the tower they add a bit of mystery to those location
- The Big Rat should always drop a key whenever you defeat him considering how rare he is. It’s fine for the small rats Key drops to be low considering they are so common
- The third floor should have a puzzle instead of another locked door so it can vary up your experience in the tower. Try boulder puzzle or something else. You can refer to this video by Echo607 for ideas:
- In front of The Wicked One don’t have another locked door; it isn’t necessary since you went through the tower. If you want to lock off the boss like in Legend of Zelda make a specific key that has to be found in a separate chest somewhere in the tower.
- The revive item should recover some HP when you they get revived. So they won’t die in one hit.
- The character is witty and full of charm but, its far and few between.
You have a solid foundation but, you have refine the game a bit and I think it can be a more enjoyable experience.