So I was able to redo all the stuff that I had lost after closing Custom improperly (and some turned out even better than it initially was

).
The next map is littered with traps and things.
Kind of as a shout out to Darkavern,
although I still don't quite understand what I did right with that game.
I like that the minions are simple enough that they're customizable for each stage, but I'm not sure how useful they will be after a few more maps. They've got their 3-framed walking all done and set in.
Each enemy pretty has its own form a a specialty transmogrification-related attack, which I just absolutely love.
My only issue is that having too many of them in a single formation results in them cutting each others' sentences.
I really like the passive healing systems (such as that found in Mogri's
Crystal Chasers), so I'm going to be putting in a new system for food.
Essentially, like all your other items, you can equip various cakes to get replenishes and things after battles. I'll make the cakes extra big so that they can last forever.
Also tweaking the threat system a bit.
It also acts as your MP.
I took the liberty of just replacing 'Threat' with 'MP' to make the description a bit easier(?) to understand.
Anytime you use an attack or something that might be offensive to an enemy, your MP goes down.
Enemies choose their targets by finding out which hero has the least MP.
Consequently, enemy attacks also replenish your MP (Possibly past your max MP).
On the topic of enemies, they're all pretty much jokes at this point.
Half of them literally have ways of knocking themselves out of combat or "accidentally" aid the heroes.
My favorite so far is probably the minion that taps into its bestial spirit within and-
-Barks for the remainder of the battle.
The game is probably going to be easy until your full party is assembled.
Until then, I want the player to play around with possible combo token combinations and the skill system in general.
Part XIV, something.
To be continued