I do have a question: 2 bats first encounter 3 bats 2nd encounter IS often introducing it slowly too. So how is that different than what you say you are doing (unless you are just making a stab at early enemies only having attack)? If you go too slow players will say the same thing you just said there as you'll still be repeating a lot of the same encounters over and over.
BUT...some also need the continual reenforcement as well. Some will get it fast, but some will not. So while it might seem similar, continually reenforcing it can work well too for those who are slower to get it, or for those coming back from a while of not playing.
What is there to learn from 2 bats vs 3 bats? That sometimes there's 3 enemies? More enemies means more damage? It's the same enemy three times, and one that is so weak it just wastes as much time as it takes to press attack.
I do start pretty slow myself. But part of that is because I have a lot of systems for players to mess around with out the gate so I want them to have a moment to experiment freely. Still, the enemies do present basic differences that reinforce
some concepts of the game. The first fight is just one enemy, but it has a buff. You can check it out and see it gives resistance to physical. If you take too many turns to kill it, your ally gently scolds you for taking too long. If you experiment, you should find you have an energy attack that ignores the resistance, or scan him for an instant kill weakness.
The next fight is this same guy plus another enemy who is easier to kill but deals more damage and is faster. Incredibly basic, but hopefully gets the ball rolling on the player thinking about different options and target prioritization. Eventually you fight an alpha who can give extra turns to his allies, but is otherwise weak. I also have some super weak enemies who can be killed by a regular attack, too. All of it is super basic and just done with base stats, but hopefully guides the player into the right mindset. Also you get a chance to see how you take damage pretty fast but you get a full recover on fight completion. Which is good to know before I start throwing "kill or be killed" fights at you.
I can see the argument that Battle Chasers was doing the same thing of letting me learn the mechanics. But I skipped like 90% of the fights and it was still this slow, man.
Curious. What did it even do different? Because my expectations are below the floor for anything mobile or stuff on social media websites.
Admittedly, most of the fun was in system design, not combat, like a lot of turn-based RPG's. In this case, collecting heroes and maxing them out and all that.
For combat, it threw a lot of complexity at you:

Unfortunately being a dead game I'm struggling to find stuff on the internet that showcases some of the more interesting characters. But heroes had a lot of passives and their attacks had a lot of debuffs, buffs, interactions... it was pretty bonkers since it had like a hundred characters and each one had their own skills. And technically there wasn't even a basic attack. Usually the 1st slot was something very simple (or... a basic attack, heh) but it still cost mana to use. On top of that, you had a custom character who built out their 4 skills from a selection of weapons so your team just felt super customizable in terms of how many combo's of skills you could get.
The PvE was super grindy, but it really became interesting in the "PvP" (the enemy would be AI controlled, lol) because now you had to pit your custom team against another custom team made by another player. There was so much in terms of big moves, counter-play, baiting out the enemy vs. taking too much damage/debuffs, etc.
I wish I could remember more specifics but I stopped playing like... 6 years ago? And it shut down a bit after.
This happens from moment one from the first battle, so it's a philosophy that applies to the entire game and not after a "certain point". Though I would make the first few battles easy enough that it doesn't completely crush unprepared players... I'm not exactly making Dark Souls here.
Yeah, this is a better answer for
@bgillisp . I want the gameplay to start immediately. Sure, have a tutorial to get me started but the tutorial shouldn't be 10 hours long. It should be like 1 hour long
or less and in that time I want to get an idea of what the game will evolve into to make me want to see it.
Probably. The only other critiques I can think of is that Chrono Trigger[...]
Ah! I'll just have to see about that for myself!
I already thought it was weird when Pokemon Sword and Shield hid their volume options through a headphone key item.
@TheAM-Dol would give this game a -5 for accessibility! And his scale only includes 0 and 1
