Frist.
the system that has to attack unconditionally is wrong. Strategically, we need functions that just pass the turn. This is the basis of a turn-based game. there are many counterattack skills in the game, but even if you want to save a character with low physical strength, you are forced to attack enemy units with counterattack skills and die. Again, this is the basis of the turn-based game. It’s going to be important in future pvp.
Second.
Time limit per turn is also needed. In the future, there will be a pvp mode, but the attack time limit is essential, and if the time limit is exceeded, the turn should be designed to pass to the other side.