User blog comment:Zepekinio25/Monster Girl Quest : Servant of the monster lord/@comment-27048913-20160325150848

I was playing the normal game in these days, and i am starting to remember the most annoying feature of the game ( besides the art. Yes, i play MGQ only for the story, because i'm not into 99% of the things displayed in the game plus i find the creatures's design awful).

Fights are cheap a lot of times. I mean, a lot of times when a enemy charge up a special attack, if you guard you will be hit anyway. While to tell the truth you should avoid it. I mean, being able to guard at the right time should reward you.

Also, bind attacks. I hate when i loose because i got binded and i struggle instead of attack or viceversa. It would be good if the game gave you a hint ( like against the harpy, one of the few times...). What i don't like is that 99% of times the game tells you nothing. It becomes all a trial and error, and considering that you have 99% of times 3 turns before a 1hitKO...and struggle takes 2-3 turns to work, if you attack instead of struggle you won't be forgiven. KO.

Now, i was wondering what were you planning to do in your mod.

Will you keep these features in the fights or are you going to give hints during the battle? And with hints i mean subtle things, not obvious " do this or do that to break free".

I think that subtle hints would make a fight more interesting. It would force you to put more concentration on a fight.