Having discovered a room full of oil and flaming projectiles, a deficiency became obvious to me. I'm not sure if it's my deficiency or the game's, so in part this is a request for feedback from other players.
A frequent problem I have with top-down RPGs is maneuvering through trap or obstacle filled areas with a party. Such areas usually require precisely threading through multiple traps or hazards, yet the interface seems ill-suited to it. First is the problem of selecting ONE character to carefully walk through the obstacles without having the entire party following and blundering into danger. Yes, I know you can "unchain" a single character in the UI for independent movement, but situations such as this require that the ENTIRE party to be individually controllable. And you can only have a maximum of two characters unchained at a time.
The other problem is inadequate feedback about which character is being controlled at the moment. I know that I'm supposed to select the character I want to move on the toolbar, but I keep ending up double clicking the character model and sending the wrong character (or most of the party) to the wrong place and getting fried.
So anyone have any suggestions for keeping track of 1) controlling each character separately and 2) keeping track of which character I'm controlling ATM. Maybe this is a good fit for forcing turn based mode?
Personally I'd like to have the ability to "unchain" the entire party for such situations and send them through the minefield independently. And I'd also like to have more obvious feedback about which character is currently being controlled. Maybe an icon over their head or a glow around them?
Does anyone else have problems with this, especially remembering which character is active? I have a bad habit learned from other games of trying to select the character by clicking on their actual toon instead of the portrait toolbar.