hoverdog
dog that is hovering, Wastelands Interactive
For all of you still not sure about pledging: bear in mind that exactly the same combat system was implemented in Sengoku Rance.
It's funny we are writing the answer to this question in this very moment.BTW, you can add an answer to the FAQ for "Your game looks like it's already completed. Why do you need our money?"
check the answer in http://www.kickstarter.com/projects/343838885/nekro?ref=history
And keep in mind that not everyone will bother to check Discord Times.
Don't get me wrong, we all enjoyed playing the new one King's Bounty. Some of us even went a bit insane and played on impossible with 0 losses. However, what we experienced is that after you play that game 3-4 times or maybe a bit more, the combat really becomes a bit tiring and often you just lose interest. In terms of replayability King's Bounty is still very good but if battles were shorter, it would be even more fun.
Maybe some other devs feel they are gurus and that's a tough position to be in. We like experiments and we are willing to learn, we adjusted already some of the things in our game based on feedback of others. And the discussion in this forum and on Kickstarter added a lot to our awareness about many things in our game, mostly about what things need more clarification.
I think the combat is fine for the kind of game it is. Not every game is going to be able to come close to JA 2 combat, even if they spend years just doing that. And I'm not sure it is what's called for for a game like this anyway.