I would suggest putting a clock inside the game just to keep track of time. The player should be able to see the clock at all times. If players do not want to see the clock, they have the option to make it invisible through the settings menu.

A minor issue would be having enough gold on merchants. I wanted to sell off charms to merchants in the Battlefields but could not do so because they did not have a lot of gold.

Something else to consider is a customized difficulty slider. For example, the player is able to adjust how much damage heroes/enemies will inflict on each other in precise intervals. Or, the player can adjust how much gold they receive, from a scale of 1-100. Or, the player can adjust the speed at which they level up in very precise increments. The player might also be able to adjust level up options to their own liking in precise increments. Example: Having less skill points and attribute points makes the game harder. Having more skill points and attribute points makes the game easier.

Finally, some in-game features which are interactive to help the player in case he/she is stuck/faces a problem against a certain creature or quest. These in-game features should blend seamlessly with the game itself.

I've also wanted to see a game where dying becomes an interesting experience instead of having to reload and go back to an earlier save game. Sort of like Planescape: Torment but with a different twist.

Also, consider removing/limiting the need to repair weapons.

Another minor issue is the balance of light versus dark environments in Beyond Divinity. I would have wanted to see more "light" environments/areas in Beyond Divinity but this is a subjective point.

Last edited by Rocky; 24/08/12 12:55 AM.