Figured I'd compile my thoughts from my first beta run. Patch 4, Fighter PC.
Art/EnvironmentsReally nice. I like the style and the execution is high quality. Lighting especially is lovely much of the time.
Performancewise my computer doesn't like it as much, particularly when going into cutscenes (and probably don't need a 'cutscene' for every 1 liner NPC interaction?). I havn't spent much effort on optimizing settings though, likely very fixable.
Story/CharactersI'm intrigued. Story and characters have a lot of potential and I'm looking forward to more. The tadpole crew, all with their various secrets, definitely seems like a select lot picked by some unknown logic.
There appears to be a lot of choice in how to handle quests and to RP which I like very much. I may never really go for the 'evil' options but their very existence makes choosing the other options more enjoyable.
The "brain worm is eating you" hook isn't novel but it is effective. I also like how it becomes clear after a bit that there's more going on and you're not on some fast death clock, reducing narrative dissonance of doing sidequests, while still having some sense of urgency to move forward.
GameplayDifficulty seems appropriate for a 'default'. I have a lot of cRPG experience so it was fairly easy for me, only fight that required multiple attempts was the big spider (PC level 3). I assume there will be harder difficulty settings on release. There are many tools I did not use such as stealth, scrolls, dipping, so the room for higher difficulty tuning is large.
I see a lot of feedback concerned about the power of bonus actions like push, dipping, jumping. This did not concern me
that much (I have not played 5E). Yes, the bonus actions are very powerful, but you do have to choose between multiple powerful options, if the game is balanced around their power it can be ok.
I will say that backstab/highground advantage may be too good though, the correct move is almost always to use your bonus to Jump and get advantage, so the game turns into a bit of a jumpfest. Also the other things in the game which grant advantage seem a bit useless, why use a full action on a spell when you can just Jump. Jump's dominance is further compounded because it's also a disengage.
Other than Jump, Shoving is strong but I used it to good effect like twice. It's not like some dominant strategy you must employ. Healing is also strong but reasonable, and eating to heal is of course silly but I guess it's a videogame trope at this point. As I said I only used Dip once but just forgot about it the rest of the time, higher difficulties will likely bring it into my gameplay though.
Surface/barrel madness is much reduced compared to DoS which I think is good for this game.
Overall its promising but currently pretty simplistic. Jump behind stuff and whack it is like 80% of gameplay. Only being level 4 at most and being on the low 'default' difficulty contribute to this heavily though I'm sure.
Gameplay: AIThe AI is currently unshippably broken much of the time.
There were many fights where one or more enemies just do nothing. Enemies a bowshot or more away from a PC especially seemed to have trouble pathfinding. The fights which seemed to work were the ones where I confined my PCs to a small area of where the enemies initially are located, but do something as standard as pulling to a defensible position with a bowshot (ex. pulling Goblin Camp to bridge) just breaks the AI's brain something fierce. Verticality may compound these issues in that it makes pathing more complicated.
When not bugging out the AI doesn't do anything particularly smart, any difficulty is from their numerically overpowering attacks. However 'intelligent' AI is a pretty lofty goal, I don't expect it

Overall I had a lot of fun and am excited for the future.