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And the title screen did start out quite rough indeed. Conversely everything else was pretty much nailed down from the get go. 

To no ones surprise I felt like the inventory/menu would be quite straightforward and something I looked forward to. With some minor rejigging I made it fit within the constraints whilst still having a lot of the info from the source. The same could be said for the battle screen. I opted to remove the coin counter because it's not SUPER relevant to always have in battle so it made an easy cut. 

And as for the Rogue port screen, this was only a hairs width away from the tilted/beat-em-up/belt action perspective popular in, well, beat em ups! I do wonder why most JRPGs do the ol' top down/orthographic style perspective. Perhaps a combo of "much more time effective" with a bigger dollop of "is much nicer with a system that works with tiles"? 

Either way hope to see more JRPGs that deviate from that perspective, it's not better by any means but there is some value in just being different from your contemporaries. 

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