Back again, my first ever consecutive week post.
Added a help screen in game with icons and their meanings. access by clicking on the “?” Question Mark button.
Icons I forgot to add in the help screen is green ^ and red v on the stat hud representing if it has been buffed up or debuffed down.
Added stat info HUD

Added the logic of complementary abilities. So far:
Air and Poison complement Fire
Fire complements Poison
Ice and Lightning complement Water
Added Buffs and Debuffs. Cant stack buffs for now.
Added own party targeting for Buffs and Heal
AI can now perform Magic/Support abilities, dumb AI for now, chooses random ability. Can cast buffs/heal on self only and not party members for the moment.
I tried to add some logic behind the complementary attacks. But poisoned enemy getting double physical damage doesnt make sense, will add a bleeding status effect and add the double physical damage to that. Have completely ignored Earth for now. Just testing the system and will add more combinations when its done.
I am not able to put my focus on the Dice, maybe i am not used to it yet. But that means the user wont be as well. The dice animation was copied from google’s dice roller. Maybe i need a dice with all sides numbered and then it might attract more attention.
Should i add more delay between dice roll and attack implementation? So that the user has time to look at the dice. Thinking about adding a green/red aura to the dice based on if the roll was successful.
What do you think about user targeting own party members to remove status conditions? To remove Burning from an ally we could hit him with a Water/Ice attack, but that will give the normal ability damage to him as well.
I will be aiming the game only for 16:9 or wider aspect ratio. 4:3 and 5:4 wont be supported. With that in mind, is it fine to have the Ally/Enemy HUD on the right side and the battle a little to the left (not centered). Should the Individual HUD be near/over the head of each monster? RPGs i grew up on all had different positions and systems for HUD so i dont think it will be an issue but still asking.
Right now the ability selection shows its damage, this damage is the put in formula with enemy armor. Should i just show how much damage an ability would do to a particular enemy when they are targeted? Or is that something the user would like to calculate on their own?
Download Link : Google Drive 54MB