Couple of points after playing with a friend and discussing it:
- Dialogue windows should maintain a history of past sentences to ensure you can get the full picture when discussing - it can become a bit tedious to follow up on what is being said. Somehow it feels awkward to have lines disappear rather than populate the window.

- Ranger is a fun class but it feel fairly weak compared to damages dished out by a Mage; I understand there's a balance to be achieved of course, but slightly tweaking the base damage could help. Or a slightly better bow to start with, maybe.
- An indicator on screen (not within the map) to give a bearing of where your co-op player is could help with visual cues and sense heading.
- Quest indicators can be invasive, but the first village having a lot of quests break the initial action momentum, while it's not necessarily a bad thing for people that like exploring, indicating the main quest "location" for the players that don't necessarily over explore can help.
- Already mentioned above, giving control of a henchman to a co-op player should be possible to give them something to do.

- Dialogue options between players are often not shown on the "pre-ending" discussion; not indicating what the other player chose.
- The ultimate decision being always given to the "dialogue intiating" player feels a bit harsh of the co-op player. If it is score driven, a [Failure] indicator on the argument should appear; as it stands it just seem like the other player ultimately says "It's always going to be my way".
