I noticed the same issue with the early graphics and that's why I'm redoing the early maps. When I started the project, I jumped into it from RMXP and it took a lot of adjusting to a new palette and style. I've redone the forests already and it makes a big difference:
You can read more details in my developer blog
Now, to answer your specific questions ...
Wow Lunarea, you're so lucky to have so many fans!
I sure am! I can tell you how much I appreciate the support and what a great motivator it's been to keep working on the project.
I was unable to find a simple attack command which wouldn't require any mp.
That was intentional. I wanted to move away from the classic strategy where the player spams "attack" until things die and only uses magic if monsters are immune to physical attacks or if it's a boss fight. By having all skills require MP, it should encourage you to try different skills and different strategies. It also encourages you to plan ahead instead of just reacting to the enemy's action.
Since all moves rely on MP, I've also tried to give several ways to recover MP. Each character has an MP recovery skill, which will recover a good portion of their MP over 3 turns. Cordelia has a skill that she can use once per battle that will use up all of her MP to restore the MP of the rest of the party. After each fight, 50% of MP and HP are restored. So, you go into every fight with at least half your mana. I've also made sure you get plenty of potions and restoratives. They restore a % of MP/HP (50% at the lowest) for an individual or a party. You will find quite a bit more of them laying about in chests or through quests and you will also be able to create some through crafting or trade (shopping). So, there's no reason to try to conserve the basic ones.
you made it so that the Healer in the game cannot attack either.
She can attack with Holy Shock. It's at the bottom of the list. You will also have the opportunity to teach her (or another character) a couple other damage skills. But as a healer, she will never cause heavy damage.
Instead of the rect thing, I think an arrow putting towards the actor is much more useful.
Do you mean when an actor is selected? Something like that would probably require scripting, which I can't do.
The selected actor is brighter than the others and each character has an individual skill command name. So, I didn't think it was terribly confusing. But if others agree, I guess I could take a look at it.
I think you should spruce up those little bits to make it more appealing.
It would be great to spend some time making events much fancier. That would also mean that I'd have to delay releasing new content even more, though. Don't get me wrong, I'd love to add all kinds of detail (lots of sprite poses, for example). But in the big scope of things, it's still a very
minor detail and it would add a lot of work to what's already on the plate. I'm planning on finishing the project, so I have to compromise somewhere.
Also, I'm pretty sure you can animate those doors that you are using.
They're in the parallax and some walls are lined up a bit different. I probably could
spend time animating them and lining them up to work with the new position, but it's such a small thing that I'm not sure that it's worth the time.
Keep up the good work Lunarea.
Thanks! I'm certainly trying.