Hello! Welcome to Feedback Quest 7! My name's Hythrain and I'm one of the hosts and one of the streamers for this event! This feedback is being written live as I stream your game! If you're interested in seeing my live reaction, let me know and I can send you a link to the VOD once it's posted to YouTube!
Oh man, my favourite parody RPG game. XD This ended up being the second last game I played this time around, and I'm glad it was because I forgot how ridiculous it was.
I can see some passes have been made to improve the game. Things I felt like should exist didn't anymore, while some parts felt easier and others felt harder from what I vaguely remembered. As such, I'm going to address things I noticed that felt like they should be addressed. They may be things I brought before. I don't remember at all. XD ADHD is funny.
While I do appreciate the strategical aspect of changing gear to have the right spells, I also think that this system doesn't work if you can't change equipment mid-battle. Instead, what I think you should do is open up more equipment slots to allow the player to equipment more items on them. This is especially important if you're going to have spells that do no damage at all.
Second, there were a lot of aspects about Azuli that I liked that I don't recall from before. She has several support effects that I absolutely adore seeing given what her character is. I think the only thing that's missing is that these effects should be improved over time. For example, in the beginning the debuffs just do basic level while the buffs are also basic level. However, over time Azuli improves her gear which improves these effects, making them stronger buffs or letting her deal damage to the enemy while applying a debuff. This way she'll also be shown getting "stronger" to show her own personal commitment to protect Flor.
Third, I felt like some buffs and debuffs were absolutely broken for different reasons. First, the defense buff the minotaurs have was so powerful that Azuli couldn't damage them. She dealt 0 damage. This is usually a result of a damage formula that puts the effects of buffs in too early. At the same time, there were buffs and debuffs that seemed to do nothing at all, likely because the formulas aren't using them. In my experience, when I see these two specific problems at the same time in RPG Maker, it's physical damage being too affected and magic damage not being affected at all. So you should look into the damage formula and correct it, making sure all buffs and debuffs are represented yet also not making them work at the raw stat level.
This now brings me to the finale of my feedback: the game's combat itself.
In the past, I didn't judge this game's RPG Maker combat because I had seen it as just a parody game. I had assumed the plan for this game was to just let it remain as a jokey parody and to use the feedback from it for future games. However, if you're actually continuing with this project then it's time to address this: you need something unique to your gameplay. Right now, you're just a cookie cutter RPG Maker, complete with most of its faults. You need to look into doing something with your combat to stand out. It's time to break the RPG Maker mold and let yourself flex into something that works for you. What could that be? Up to you. You can even do it just visually. I can throw you an idea if you want.