Having finally taken the time to play throught he demo, I have to admit that your implementation if the combat is already quite impressive. Specially taking into account how difficult it is to implement a good combat system directly into an adventure interface, but I also think that, despite your good efforts, it is still suffering from that, and I hope that you can find some ways to make it better.
Some possible thoughts from me: (in prioritized order)
1. Improve on the current system, with audiovisual markers and control mechanisms, so that it really can feel like combat and not clicking frenzy.
2. Small separation of combat mode from adventure mode (think HOMM or Final Fantasy) where combat can be fought out either real-time or turn based, could keep in place a lot of the existing combat system, but with a limited/clear battlefield.
3. Use current combat system but introduce turn-based or paused real-time.
Seeing what you have already done, I am quite sure you will make the best out of it and make a totally awesome game. The other parts of the demo really gave me the magical adventure feel and that means full score for you!
Some possible thoughts from me: (in prioritized order)
1. Improve on the current system, with audiovisual markers and control mechanisms, so that it really can feel like combat and not clicking frenzy.
2. Small separation of combat mode from adventure mode (think HOMM or Final Fantasy) where combat can be fought out either real-time or turn based, could keep in place a lot of the existing combat system, but with a limited/clear battlefield.
3. Use current combat system but introduce turn-based or paused real-time.
Seeing what you have already done, I am quite sure you will make the best out of it and make a totally awesome game. The other parts of the demo really gave me the magical adventure feel and that means full score for you!