Thanks for the feedback
Yes it's more or less what other people said. It's curious though since another member here, a die-hard fan of the game (fabula) played both Loren and SOTW, doing only the SOTW battles absolutely REQUIRED by the plot (so for example, not the side quests or the traps in A1). The result was that the total amount of battles was more or less the same in both titles
I admit I was surprised too, because I thought the same as you. So probably in Loren they were just paced better between the plot/writing/scenes. But also, they lasted less (something I tried again to reproduce in QoT).
However in future RPGs I'll do several changes whenever possible:
- reduce the amount of REQUIRED battles. I'll allow grinding but only for those who wants to do it
- reduce the random/randomness of battles. The main criticism of my latest RPG Queen Of Thieves was the random robbery missions. Despite having made over 100 unique variants of the rooms, it's inevitable that people will encounter the same chain of events several times. So, randomness=bad!
- have most characters bisex, unless we have a BIG cast, like Loren 2 or Roger Steel. But when there are only 4 romanceable characters, it's much better to have them all bisex, so people will have more options (and won't require much extra art/writing)
- design the RPG gameplay smarter. As you said, there are too many skills that feels duplicate. From now on, I won't have different skills doing basically the same thing, since it's pointless. Also, inventory! Haha, no way I'll have 10+ inventory slots like in SOTW or even Loren. Probably just weapon, armor, item. Then the variations can be done by having socket/gem/whatever system for the items, but not a big amount of slots for sure