Grimoire already has that, unlike most other blobbers. The commands from the last round are remembered and repeated, unless you change them.
Better than expected, but it still limited to the rounds. Unless Grimoire doesn't require "grinding"/repetition , you could succeed/bypass/win the fight of the starter area where bandits block to entrance/road to town with wise usage of abilities available to level 1 party, One has to assume it would be tedious/hassle to constantly apply the same commands by mouse over and over with no/less variety(not need to change tactics) in fight encounter (worms by recollection). Shin Megami Tensei Nocturne and Suikoden(1/ 2) has an Auto battle feature that lessens the tedium.
If the above is not true/correct, How many levels it would require, and what usage of classes, the comparable time spent?
No, it doesn't. It's pretty short actually
When compared to dungeon crawlers CRPG but when compared generally/overall/globaly to many genres or the top/masterful/highly regarded CRPG such as Fallout (1997), the play time is long or of moderate length thus it is odd/misleading to call this short for these not used to dungeon crawlers.
And on what basis is the estimate is given? because when factoring/considering trails and error experimentation and grind(and over grinding), one can assume the length to increase at least by 50% longer than what as stated.
One should not view generally long length as negative/bad. I do not have examples of hand/memory of many great/good/masterful games reaching such length/playtime(without replay). On a basis that if a good/positive game provided a good/positive/simulating experience than would one not want/prefer it to be as longer over shorter?
The issue that i cannot fathom/imagine for one man/developer to provide a game warranting 60 hour without being stale, even it is considered "short length game" compared to its ilk/kind/like. Not without bloating/stretching as balloons or bubblegum do. One can link/compare it to manufacturers adding fillers to supplements to increase their bulk/size often diminishing/diluting/negating the good in them and some of these fillers are harmful. An a example i read about: garlic supplements being thick, including soy in its ingredients , MSM specifics i do not recall or slow dose in Melatonin.
A shorter length that offer more pact/more variety instead of a longer length offering less, the same over and over, is better.
Shortening the length is incline/a step in the right direction , it is simple not shorted enough to what generally/often has been provided/already done many times without improvement in the experience/simulation/stimulation. I assume these games could be shortened/refined to 30-40 hours without losing much of worth.
Which is why i offered such suggestion which i assume within the capabilities of Cleve if a goal of creating better game is included.
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UNITY+3D
WHAT SAY YOU CODEX?
UNITY:
While Blaine and others offered explanation on Unity's fault, every tool capable of lifting a burden is to be welcomed/appreciated. Mankind operates/function within a set limit/frequency of energy. Lifting the need of energy at one place, can allow it to invested in another place/area or improving an existing aspect of the game, taking it to a greater length/height/depth.
While engine built for specific purpose/games be superior/better, it is a task suited/best afforded by a team of veteran developers or cooperation for creating a game engine is a severe/great undertaking.
3D:
- 3d offer/allow more consistency in graphic thus can allow more immersive world.
- Consider/factoring that their is a store of 3d models and such models can come with animations it would means the game can/is capable of providing more. The minor issue if the player/user have seen these models before hand, lessening the awe of the game/world/craft leaving the way in which they are used as good/bad indicator.
- By using others assets its means even if indirectly( compared to assumed/standard teams) it becomes more of a team effort/contribution(reminder that even the language one uses is passed down/made by others).
- Good/Detailed/complex Drawn by hand are expensive/take long to produce and are limited to specific side/view point.
- Unless a simple turned based CRPG offer good graphics/pleasing visuals(the lowest graphics would be text and numbers and blocky/low-resolution pixels) it is usually not worth playing to me. Exception for these that added a mechanic that was not done before in the genre(improved the genre/expanded its borders) such as Darkest Dungeon's macro/major stress mechanic or minor/micro slain bodies as obstacles.
- Assuming the 3d models that will be used in the game are made by professionals/experts thus good looking thus it can make grind tolerable.
On 1st impression both are positive/good/wise decisions.