Hurray for feedback. Thanks guys.
@Zoom: Well, that knack would be Ryan's, not mine, but yes, he's very talented in that department. I don't really know why the presence of Doom switches and walls would disconcert you, unless the presence of FF6 tilesets and Rudra's charsets also disconcerts you. And even if Doom hadn't been made open source, I'm guessing someone could have ripped those resources via screenshots.
@Shark: You (fucking) people cheat far too easily. There are DEFINITELY enough healing items if you spend any time at all looking around in the optional rooms. The game is not so easy that victory is automatic like most RMXP games, but that doesn't mean you need to cheat.
As for the bitmap bug, the issue in that room is, I'm going to guess, an RMXP issue. It never happened for me or my playtesters, and only happened once for another one of the people who played the game, then didn't repeat. As you can guess, I have no clue what's causing it.
I would strongly suggest "augmenting" the battle system with improvements such as an ATB script, as the default battle system is rather boring and primitive - something that would NOT fit well with IG2. If you must keep front view, I would reccomend using some KGC scripts, particularly the Active count battle, the HP/SP bars, and the Battler Effect. I really like these scripts, and the ACB makes the agility attribute more useful. Other than that, the game looks awesome.
Allow me to share an aspect of my design ethic with you, Jesse, free of charge.
IF IT AIN'T BROKE, DON'T FIX IT.
I don't want to come off as arrogant here, the tone I'm going for is simply CONVINCTION, and I hope I won't be misunderstood. I don't need other people's scripts to customize my battle system. This is a big problem with most RMXP games: if you "CUSTOMIZE" something with aspects that are PRE-BUILT by others, that isn't really augmentation. I don't know if you've played it or just looked at the screenshots, Jesse, but I augmented the hell out of my battle system with lots of well-balanced and interesting skills and special event-based game mechanics. What is lost on many RMXP users is that scripts aren't the only form of customization.
As it happens, I do not subscribe to the boneheaded theory that ATB is automatically better than turn based. Iron Gaia I (I'm going to guess you haven't played it, feel free to correct me) had front view, turn based battles. Since it's not just a sequel but actually the second half of the same game, I wanted Iron Gaia II to have an upgraded version of the same battles. The all too-common Sideview DBS OR a front-view with ATB or ACB simply wouldn't have the look or feel than I wanted. And as a final note, Agility in IGII isn't even AGILITY. It's a completely different stat called Cyber Affinity with a different in-game logic on its' effect on battles and the rest of the game.
I'm going to take a wild leaping guess and assume that you haven't actually played the IGII demo, or even looked at many of the screens. If you had, you would have noticed that the bars you mentioned have indeed been implemented already. This is a shame, because you really should play IG2, Jesse: it's very fun and not 'primitive' at all.