How can we make turn based combat interesting?

How can we make turn based combat interesting?

Sakurafish is dead.

no

it only works if the difficulty is extremely high but not because RNG fucks the player over more often than not

I wanna kiss that ice fairy

yes

lewd

Please don't kiss me.

...

She's busy hibernating until summer.

only sell them to non-retards

There have been so many good turn based combat the last few years that this thread feels absurd

>ice fairy
>hibernates until summer
explain this weebs

Just be Persona and have catchy music to listen to and subtly fight to the beat to

>kiss her
>tongue gets stuck to hers
l-lewd

She just got done making all that ice for winter, retard. Plus, she's gotta be ready for summer as that's her main gig.

Etrian Odyssey series does this really well.

Implement as much strategizing possibilities you can reward the player with. SMT and Persona at least take a good crack at it with making battles quick turns of major victory or loss.

Spamming most cost-effective attacks until you need to heal shouldn't be the end-all strat. Leveling up needs to make you stronger but it shouldn't make the game too easy.

I think FF7 was the last one where I felt any need to put thought into what I was doing in battle, at least to an extent.

I think the Mario and Luigi series does turn based combat really well by giving you opportunities to interact and counter during the enemies turn.

make each turn change the situation a lot. like xcomEU or battle island khronos

Gimme a 9

nice one user

Thanks

As expected.

Make status effects and buffs actually useful.
Balance the game's attack skills so that it's not just spamming the same OP attack spells every battle.
Make the enemies more varied with how you approach and defeat them, not just standard attack+heal types of enemies.
Use the same kind of levelling system as Lost Odyssey/Ys so that the player isn't over levelled by accident.
Give the player freedom of choice for how they build their party's skillset.