Marsal thanks for the comments. I'm still not convinced the name needs to go...
It's your game and it's not a big deal (for me). But unless the name has some "special" or "hidden" meaning (to the team or in the game), it will just cause unneeded confusion, IMO. Maybe just change the spelling and keep the prononciation?
The combat is really pretty neat it is turn based just realtime. As you issue orders they go into a queue, the position in the queue depends on the speed of the action. The game engine proccess only one order at a time. The only difference is the character keeps putting new orders into the queue with out your intervention. You can speed up and slow down game time to adjust to the pace you like.
Well, that's the problem. It can't really be real time AND turn-based. Either you want order and precise commands of turn-based or speed and "chaos" of real time. Compare Baldur's Gate to ToEE. I prefer ToEE's combat system (pretty much all of us here do).
I can't really see your combat system working better than just pure turn-based (think HoMM3). There are only 6 party members and 6 opponents maximum on the battlefield. You can't move (I presume). You just attack or use combat ability/spell? It's not like it would take ages to go through combat with pure turn-based. You could even make the previous attack the default action (so you would just click once to confirm. Duration of combat in most part depends on damage values and HP.
Is there a chance to miss? Tell us more about character system and combat? I think you would want fights to last less than 5 minutes if targeting phones/tablets and that could be doable with turn-based.
All these suggestions are just my preferences. Most of the players will be fine with your system. I don't think we are your core audience. You can reach more "casual" players with your game (this is not an insult) and, ultimately, earn a lot more money.
The rest of what I've seen on your videos/screenshots (art, style, overall game design) does look promising. I like your frugal use of resources and approach you took in designing the game. I think the game (and the series) is going to be a big success on the mobile market. On the PC, not so much. My impression is that your game is too simple, but I could be wrong (story, encounter design and character system would play a big role in taking your game to the "next level").
Do you allow cloud saves or have some kind of a system in place, that would enable players to continue their gaming session on different devices?
What's the point of making story centerd rpg for tablets? people generaly play arcade/casual shit on them since they can only spend 5-10 minutes at a time.
True, but you can add "meaning" to your 10 minute gaming sessions by stringing them into a greater whole. It's a very clever concept, IMO.
Little Killerz The screenshots look great, but it would be better if you edited your first post and put them into (separate)
tags.