I didn't want to go past that malware thing, so I waited for it to blow over. I haven't done a lot, so here's a small update with lots of random things.
To address some questions and ideas: I literally flipped a coin for genders when I started, and the main cast worked out to F-F-F-M-F. I doubt there will be romantic sub-plots, at least involving any of them. I'd like the general tone to be lighthearted, with only one or two of them serious about dealing with the main plot and the others just kinda tagging along.
P.Def is a miner from the starting town, and will be something like a mix between Gourry Gabriev and Recette Lemongrass in terms of personality--ignorant of the world and socially unaware to act as an audience surrogate by having things explained to them all the time. Hopelessly optimistic. Almost literally been living under a rock.
P.Atk is either a mercenary or an outright assassin. I'm thinking they join for money initially, then practicality (it's useful having strong allies), then only later out of friendship or obligation toward the goal of stopping more lunar-falls. I haven't decided on much of a personality, but I'm thinking intelligent, crafty, tactful, and a talented liar.
I'm leaning on M.Atk being a runaway of the Naota Nandaba variety; "Acting way too old for their age" to counter P.Def's "acting way too young" demeanor. They're seeking to prove their usefulness and maturity, but get in way over their head with problems they can't handle. Probably a know-it-all and easily embarrassed.
With a little thought, I've taken to Item-User as an orphaned foreigner, either a recent refugee or the child of spies. They aren't able to speak much of the common language beyond getting across basic ideas, but having grown up in a region with different technology, they can make use of very creative problem-solving. They've probably been rendered homeless recently, so the personality I want to go with might be called apprehensive innocence--unassuming and respectful, but extremely cautious and easily frightened.
M.Def will be quite secretive (though the secret will be obvious to attentive players), and perhaps the only one seriously dedicated to stopping the catastrophes, and the only one with a hint of knowledge how to do it. Maybe a little two-faced? Nice on the outside, but somewhat vengeful and cruel if things get serious? Not certain yet, but it can wait.
I hadn't considered other "protect the VIP"-type battles, but a couple plot-relevant ones might be interesting.
Incorporating fire into the swamp's puzzles is a good idea. My only plan there so far has been having two floors--a surface and underground. You'd throw sticks in front of you to see which places are safe to step on and which aren't, slowly mapping out an invisible maze. If you step on a place that isn't safe, you get dropped below where the creatures are much harder and have to fight your way back out. Certain underground portions will contain rare treasures, so if you take note of where those are, falling in the right place can be advantageous. Maybe you run out of sticks and have to rely on hints? Mehh.
That was a suggestion from a friend of mine, but it really feels less like a puzzle and more like brute force trial-and-error. Maybe I can use it for the first portion (before finding M.Atk), and incorporate fire into later sections of the swamp somehow.
The mine's puzzles feel kiiinda stupid, but they're almost done so it's too late to turn back now. The only necessary one involves a set of switches where you have to align four tracks so a cart can cross the gap they span, but the problem is the gears are rusty, so moving one track also moves the ones immediately next to it. For example if it's A
BCD, and you pull the switch for C, it will move B and D as well, becoming AB
CD. All four switches are on different corners of the cave, meant to punish players who don't think the solution through or just hit every switch they come across with no plan.
At the third floor down (no puzzles this time), the mine's enemies start getting weird. The boss will probably be a summoner who's taken refuge deep in the mountain to escape the effects of the crashed lun piece. They'll initially summon some kind of healing creature, casting healing spells on itself and the summoner (whoever's proportionally more injured). A few turns later, they'll summon a physical attacker to start making the party really hurt. I'm thinking this same character will make appearances throughout the game as an improving miniboss. Each time you see him, he's learned to bring out even tougher and trickier creatures to deal with you.
My current plan for this setting is that summoners are genetic freaks with something like ten times as much sol as a normal person, giving them access a much deeper well of magic potential, coming at the cost of making them far more crippled by lunlight. This culminates in the ability to create new life at will. Because of this power, they normally grow up seeing other lives as expendable, developing a sociopathy and detachment from reality. They're probably so rare that only two or three summoners are alive at any given moment. The even rarer one that manages to resist their natural craziness probably becomes a religious figurehead of the age, something like a pope?
I've decided to incorporate elemental traits into armor, making them important more often. An iron breastplate with "fire affinity" would resist ice but be weak to water. Stronger versions could be available through crafting, changing it to "fire infused"--absorbing fire attacks into health, totally nullifying ice, but becoming extremely vulnerable to water. The question if I do that is, what do I do with M.Def's elemental "infusion" spells which mostly do the same thing? Leave them as-is and allow stacking with/against a character's armor, or change them to have some other effect?
Came up with a few more skills, and categorized status effects like some older SMT games did. Also got a Scan skill working for item-user. Having somebody who can hardly talk be the one informing you about strengths and weaknesses will be silly.
I had this weird gimmicky idea for a a set of two beneficial status effects. Haven't decided what they do at all, but if both are on a character at once, they die. My gut instinct was to call them "light" and "darkness," but considering those already play a role in the plot elsewhere it might be confusing. "Yin" and "Yang"? "Angel" and "Demon"? "Coke" and "Mentos"? What would they do individually? They'd probably only come up in a specific boss fight who would inflict them on people. If both states hit the same person, they die the following turn. How could I make that fair? Telegraph which type of attack the boss is about to inflict predictably, so the player has time to prepare for it? Make it a set pattern?
A tiny bit more weirdo minimalist concept art.
Same P.Def image.
M.Atk
Doodles. P.Atk? Gotta change the hair.