Okay! My thoughts! I'm a bit drunk but I'll try to be coherant.
First of all: The fact that I have to click Cancel and End Turn at various points when there's nothing for me to do in the current menu is kinda aggravating. For a point and click game it should move to the next phase when your options are exhausted.
The problem with auto End Turn is that sometimes there will be situations where it's ambiguous when you are truly out of options, such as if you have weapons or abilities with 0 energy cost. There will also be future mechanics that merit ending your turn early. I will try to have something like Hearthstone's end turn function where the button alerts you when you don't have any actions left.
For canceling, I guess I could make it so that clicking outside the shop's boundaries auto closes. That might get kind of annoying with misclicks though hmm.
I want attacks and abilities to be separate on the UI. Each of the 5 items having a possibility of 2 actions associated with it. With a longer game your 10 actions would mostly be full as high end items have both attack and abilities or maybe even two abilities.
Hmm yeah I was thinking about ditching the 'click to equip' function and making it so that if you click on a weapon it attacks and then if you click on a separate button beside the weapon it uses it's ability. That way I can also just have 10 different hotkeys, one for each attack and ability. I'm not sure if I'll do multi-abilities. Puzzle and Dragons managed to get this far with every monster only having a single ability so I think I'll be fine.
When buying or selling items, the price should be prominant on the UI.
Yeah that's on my to do list. The whole weapon info system needs a revamp so that all stats and abilities are more obvious.
Fragile items should just break when they reach Durability 0.
Break as in they're just deleted from your inventory? There will be a use for broken junk later on (I think :V). I will make it more obvious when you have a broken item in your inventory though.
The Flag item seemed to work for an endless number of turns and battles until I de-equiped it. I have no idea how it's supposed to work from your posts and the ingame text.
Traits are passives so they work as long as the weapon is equipped. It probably shouldn't keep working when it's durability runs out though but I'm still figuring out how to get that to work.
After losing once, I caught on to all the mechanics pretty quickly, I can see you needing to add some tutorials or such as the game gets more complex and reaches a more developed stage.
I think I'm okay with people flubbing their first few games as long as it's obvious what you need to do after a few tries.
Healing the town with shards seems a bit pointless to do more than once, you don't get many shards to have much affect at 1% each. On the other hand healing just once gets you an entire extra "loss" when fighting against the crystal. Once you're further along in development though, clever managing of the town's corruption level could be a thing. The shady merchant could get better stuff for instance.
Yeah healing is something I still haven't fully figured out how to balance yet. I'll just do everything else first and then adjust healing around that ┐(?ー`)┌
I've never had enough gold to buy one of the weapons from the D Master..
That weapon is completely OP and is supposed to be difficult to get anyways (and it's getting nerfed, it's just a bit of a joke item right now :V) It's not impossible though cause I managed to get in once by saving my shards until the pawn shop offered a really high rate for them.
Hmm I should probably make it more obvious that the weapon is a rare "Legendary" item though.
Edit: On the whole it was pretty fun. The single enemy represented a challenge that I had fun overcoming. Something I think you've done well is that the game doesn't feel too much or too little RNG. Working with what you get in the shops is very much a thing, but while I did feel pressured it hasn't felt hopeless.
Funny think is I kind of want the game to have a lot of RNG :V But not so RNG heavy that the player feels like they have no control of the situation and they just have to wait until they get lucky in order to have a chance to win. I think Binding of Isaac strikes the best balance in this regard since it's really RNG based and yet with good decision making and dodging skills every single run is winnable no matter how unlucky you get.
I might be kind of tricky with this kind of game though since unlike Isaac, there's no physical skill component to the game. So whereas you can beat Isaac even with shitty items if you have Touhou Lunatic dodging skills, in an RPG it's possible to have situations where the player is legitimately screwed by RNG and there's nothing they could have done better to avoid it. So I dunno we'll see :V