I downloaded the demo this afternoon to try out. Here is my feedback. All of these were written down and grouped by what map I was in. Apologies if it they're jumbled. Disclaimer: The game locked up on me during the caravan battle. That is as far as I reached.
Concerns
Major
Minor
Praise
Suggestions
I think that's all of my notes for now.
Concerns
Major
Logging | Having the "Log" button is nice, but it appeared to only work the first time I pressed it. At first I thought it simply didn't work when a dialog box was on the screen, but it later appeared to not work at all. This is unfortunate because I was unable to generate a log file when the game locked up on me. |
Camera | Using the scroll wheel to zoom out was very inconsistent. At times I would need to scroll in just to get it to scroll out further. The maximum zoom-out felt inadequate, especially for a tactical game where seeing what's going on is important. |
Dialog Actions | There were several instances where the dialog box would begin to render, vanish while a character moved as part of the script, then pop back up. It was kind of disconcerting, and I felt like I accidentally skipped ahead in the conversation when I really didn't. |
Lakshmi Bana | Despite Emma sprinting every round to reach her, Lakshmi Bana was cut down in front of her. When she fell, the "Player should not see this" message referring to the CheckForMoreDialog action came up. Lakshmi had no words in death. |
Visuals | I like how the terrain and objects look. The sprite-based graphics (characters, menu/dialog boxes, etc), look bad when used alongside them. I understand that this is very much so a work in progress, so I'm hoping there's a plan to get sprites updated so the graphics feel cohesive. Overall, I kind of miss how terrain and objects look in the original. Everything fit together nicely and, while the visuals weren't necessarily stunning, it complemented itself extremely well. |
Game Locked Up | The turn after Lakshmi died, Emma tried to use Sprint. The game zoomed in on her, then stopped doing anything. The music continued to play, but nothing responded. As mentioned above, I couldn't get a log file for it since the key stopped working. |
Minor
Lighting | Tying into Visuals above, the checkbox pattern visible on the ground around the campfire when Zash and Red attacked looked funky. |
"10 Years Later" | Minor nitpick: The dialog box during the "10 Years Later" screen looked to be a lighter shade of black than the background, so it stood out maybe more than intended. |
Edge Panning | I'm hoping edge panning finds its way into the new system. |
Action Zoom | Zooming in when characters use an ability felt a bit unnecessary. I'm not saying it's bad, but it would be nice to be able to disable it in the settings. |
Counterattack Death | During the campfire fight, Red died to a counterattack. Is this an intentional change in the AI's behavior, or was Red just feeling lucky? |
Skill A/V Effects | Mind Shield was really emphasizing the target's mind: the base of the bubble started at the target's neck. Arced Shot should be called "Missile Launch" judging from the light blast sound effects. |
Doors | Since I couldn't open any doors when defending the village from bandits, I can only assume the good people of Adelbrae finally learned to lock their doors. |
Praise
Indestructible Corpses! | Seriously, why aren't people building castles of the stuff? Corpses are immune to all damage, and have a ludicrous amount of hit points! What's not to like? |
Game Intro | I liked that the music started, the Unity splash faded in, then out, then Sinister Design logos did its thing, and THEN the main menu came up. It felt so professional. It also didn't take an actual eternity to sit through like some of the ELDER games I've SCROLLed through. |
FACIAL EXPRESSIONS! :D | 'Nuff said. |
Eyeless Mooks | Do you need reassurance that the bandit you're about to cut down in the heat of battle isn't actually a person? Look no further than their face! You see, you, your friends, and even your enemies that actually have names have eyes! That generic bandit, though? They don't. They're not sentient. Kill them. Kill them now. |
Inventory | It took me a few minutes to realize that the Inventory screen was now integrated into the character details screen. I like being able to see exactly what each item is doing to my character! A border around the inventory region would help it stand out even more, I think. |
Text decoration | Adding it was a bold decision. |
Talk Bubbles | I like the little dialog bubble that pops up when a character is talking. It's a nice, unobtrusive way to indicate who's doing what. |
Suggestions
Counterattacks | When a character triggers a counterattack, maybe extend the delay between them slightly? The current character's action would be replaced with the counterattack's name before it could be read sometimes. |
Counter Flair | This is frivolous, but adding something like "Counterattack: {SkillName}!" when displaying the skill used to counterattack might make it seem more exciting, or draw more attention to it. |
TAB to Cycle | If there aren't plans for it already (I may have overlooked it), could a button be assigned to select the next character in the turn order? The Tab key would feel natural as the default. |
Deployment Inventory | An "OK" or "Exit" button on this window would do wonders. |
Self-Only skills | It would be neat to be able to activate self-only skills directly from the action bar. Clicking "Sprint" and then clicking the character who's using it feels unintuitive. I understand why it's happening from a mechanical perspective, but it feels unnecessary from a playflow perspective. |
Deploying Characters | I miss drag-and-drop deployment. As is, the deployment screen could use something more to make the currently selected character stand out. Swap characters' positions if they're both already deployed would help make deployment smoother. |
I think that's all of my notes for now.