I was talking with Stagnak about various things and one thing that came up was applying the damage from a fight to the flower's current health. This would mean you probably couldn't run through 5 or 10 fights in rapid succession without some kind of healing (or very good defense/protection).
Current health would regen while idle and you could also use items for a quick heal.
Was also thinking that after a fight you'd get an initial boost of healing .. maybe something like 10% of max. So if you have 200 HP and take 100 damage in a fight, with a 10% boost, you'd have 120 HP after the fight (100 + 10% of 200). This % can be increased by items &/or sprouts.
Doing something like this will change the dynamic of the game (and involve some back end changes), but I do like the concept. I think it'll allow for more strategy and give a better sense of continuity. More campaign-like rather then a series of unconnected fights. Plus it opens up more opportunity for new items.
So .. what do you think?
Think it'll enhance gameplay or just bog things down?