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I had such a good time letting (forcing) a friend playtest KeruShoujo, that I had to talk about it here. His observations were so helpful and eloquent, and his understanding of what I wanted to achieve so spot-on, that I could immediately (the next evening) act on all his suggestions. Today, two days later, he tried it again with these suggestions, and immediately helped solve a UI issue I had had for so long.
The first observation was so obvious and interesting. Holding down tab (or PS4 controller's square-button) would show information on currently selected move. Yet when you changed enemy target or chose the next move in the inventory, this would interrupt the showing of information, requiring you to press the button again. This was so obviously annoying, and yet I had never noticed, cause I sure don't need this extra layer of information when testing the game. I already KNOW what each move does. This was key to so many improvements. He would play with tab held down constantly. I made sure this wasn't interrupted. He made a lot of other suggestions like that.
When I came today, I mentioned how I was annoyed with the showing of drops. As can be the previous screenshot gifs, I used to indicate drops in boxes below the enemy, or in boxes below the small ponds showing upcoming enemies. It took up a lot of screen space (which is precious in a 426 by 240 game) and certain visual elements would unintentionally overlap. My friend had previously indicated that he didn't actually need the drop info on whichever enemy was currently selected. His suggestion was, and I can't fathom why I hadn't tried this previously, to just make the carrier transparent, and show the drop exactly on top of the carrier, when you hold down the info button. It works. It works so well it almost made me angry.

The other reason I'm so surprised I haven't myself thought of this solution, was that a) I had thought of doing it like this, but not exactly like this, for so long, and b) that one of my favourite games ever Might & Magic: Clash of Heroes, a where this exact approach, is the key to success. I even wrote a rather long article on its spiritual sequel/philosophical contemporary, Grindstone, which does the same thing!