First thing first: I love the game, it takes me back to my childhood, it's like playing actual D&D.
Special praise to the actors of the motion capture sessions. I never saw characters so "alive", not even in the latest AAA experiences.
I will list here my personal suggestion, born as I was playing the game and I'm going to keep the list up to date, hoping to contribute to the development!
Forgive me since now for the inevitable grammar mistakes I'm going to make, not a mothertongue ^^'
SUGGESTIONS
• Having weapons glued on the back is really ugly to see. It would be amazing to have some form of sheath displaying. Also, please, let one hand weapons stay on the hips of the character, and only two-handed weapons and shields stay on his back.
• The encounters are challenging but extremely rewarding; don’t listen to those saying they are too difficult, it’s nonsense. The only thing to change, in my opinion, is to stop the AI from attacking knockdown characters. It doesn’t make any sense from a strategical point of view (they are already harmless) and it would lessen the need from resurrection magic/scrolls since they should be EXTREMELY rare.
• There is no way to judge if a jump is going to cause fall damage or not.
• The song of Alfira was marvellous and emotional but I think leaving just the lute music (instead of playing an entire orchestra) would benefit the scene. It felt a little excessive.
• It is inconvenient for things such as "Hunter's Mark" to have one spell to cast it the first time and a different spell to cast it for free a second time. Also, because the second spell disappears from the quick bar after each rest.
• The camp inventory would benefit a lot from having the same tabs as the regular inventory. Besides, it would be useful in the camp to also be able to access the inventories of unselected characters rather than constantly having to add and remove them from the party.
• There should be an experience reward for passing checks, especially for passing those that let you avoid combat. Otherwise, you are just incentivised to slaughter everyone.
• If a trap or a harmful terrain is detected, the AI should automatically avoid them unless I manually force it to step on them.
• If I kill someone in a single sneak attack, everyone visible on the map immediately become hostile even if no one saw me! This is a problem because let use sneak attack only as an alpha strike instead as an assassination tool.
• Jump and disengage are too strong, to the point that positioning is meaningless. The "jump" action lets you jump further than your entire movement, it's a broken tool to use and breaks immersion. Not even Olympic athletes are able to jump so far. I suggest that you make the "jump" and "push" standard actions.
• I think fast travel should be allowed only if you are near a rune, not everywhere on the map. I killed the goblin leader and then teleport away avoiding all the other goblins who had become hostile. It would have been much cooler if I have needed to find a way to exit the goblin camp undetected, unharmed or simply covered in blood!
• I think there is a problem with RNG. I missed 6 hits in a raw with 81% hit chance. I know it's not impossible, but extremely unlikely.
• Having both items and spells in the quick bar is really impractical. I think a "spell bar" like in Neverwinter Nights 2 (left side of the screen) would be perfect for this game.
![[Linked Image]](https://i.postimg.cc/zv4HRyQp/spells.png)