I was watching my girlfriend play Super Paper Mario and was fascinated by the way simple points for killing enemies made the game feel special. I imagined such a thing in an RPG and the idea felt exactly like what I wanted to try in Unicorn Quest. Now its shooter aspect feels more arcade styled.
You get points for killing baddies and lose some for getting hit. When the last wave of enemies is cleared, victory fanfare will play and gems and experience crystals for you to collect will spawn randomly across the battlefield. After you pick up everything you want you press an exit button to leave the battle room. The amount of rewards appearing depends on your score.
I'm still balancing how many points are worth an experience point/gem but it's next on my list. Now that combat is working it's time to add in a bunch of missing features to make battling feel more solid. Also, if you're curious about the font used, its 8 Bit Wonder by Joiro Hatgaya from dafont.com. There's a black copied layer of text behind it to give it a solid appearance.