Bugs?:
-There is a quiksave item in Casia's drawers, despite its description claiming it to be "demo only".
-Multivitam juice cannot be consumed.
-Sometimes rain sfx plays without the rain actually appearing. (probably a scripting issue)
-In the bank minigame you have to polish all but one of the bars, same with the pig minigame(though in that one you get two freebies).
-The tutorial woman in the municipality repeats her line about buying snacks twice.
-When farming, if you choose some seeds and then cancel, the seeds will be lost.(probably a scripting issue, too). Also, the guy who explains you how to farm references "the script", which I assume was the default explanation in whatever farming script you used.
-Whenever you get a ring/seed of accuracy the in game text calls it "of dextality"
-In some forests with the leaves parallax (like the snake forest near hero city or the screen before the abandoned fortress)it's impossible to find your way around during night, specially when it's raining, because it turns so dark, please increase its transparency.
-If you surrender to the pirates that attack the ship you're on early on, some switch won't activate: their base will be empty and, once you get to the boss' room she will be just standing there, non interactable, not to mention that the flammable boxes will be invisible. By getting defeated by them you get the correct base(even though I could defeat them, I couldn't resist getting that sweet iron bow and plate). But the boss is still bugged: I assume she's supposed to chase you around the room, and attack if she catches you, but instead she just stands in place and only attacks you if you get close to her.
-The second ship, the one that sinks, has lots of passability issues, including one that lets you step into a teleport event that lands you on the abandoned fortress of all places(in the colored ghosts room).
-On the mines, after fighting Miriam, if you return to the save point and then re-enter the boss room, there'll be a weird game-stopping bug.
-In one of the later curves of the cart minigame, on the upper left corner of the room, the path you have to take is impossible to see due to the shadow overlay, you can only guess which is the correct direction to take. Also, I believe you should add some kind of reward for actually completing the minigame since it's so hard.
-In the abandoned fortress, the riddle of the second ghost on the upper path can't be answered. The answer is soul talisman, right? Well, there's not enough space in the name box to write that: it's one letter too long.
-In Casia's brother's town, when playing the bomber minigame, during the low stakes game I asked the woman to quit. The low stakes vases dissapeared, and the high stakes ones appeared instead, for some reason.
-When entering ice cave that leads to Puru once I got this message: "unable to find audio/bgs".
-On the freezing ice fields: the screen tint keeps gradually getting darker until you can't see anymore, I assume it has something to do with the weather effect. Anyway, it takes too long of staying on the screen for someone not OCD-ing to find everything to notice.
-Also, on the freezing fields, most chests have a wooden texture when closed, but once opened they turn blue.
-Ran into a Debug rock on the entrance to the radioactive mines.
-Sexy fire women won't engage you unless you press the action button, also their out of battle sprite is misaligned.
-Too many passability issues to name. Several mapping issues, too.
Requests:
-A quest journal. SERIOUSLY.
-A clearer hunger/thirst indicator (just having the characters say "I'm getting hungry/thirsty" would suffice). If you're gonna kill me for it, make damn sure I know when I'm in danger! My not noticing until it's too late might be related to resting/church "healing" the hungry status, but not resetting the death counter associated to it.
-More skill and equipment variety/customization options. IMHO, as the game stands now, you're kind of tactically limited. The game gets better skill-wise as more characters become available, but early on, it's a drag. Equipment remains dull, though.
-Out of party characters should get some exp. Bringing someone to a certain level of competence when they join at level 1 and I'm at 30 is NOT fun.
Questions:
-What's the point of the storage system?There seems to be no limit to how much you can carry. The money, I understand, you store it to prevent mugging, but the items....
-Does the lucky necklace do anything?
-What's up with Viviana's date? Two days have gone by and neither she nor bronze helmet guy seem to be returning...
-Where can I find good spears?I'm still stuck in iron....
Nitpicks/Other:
-It rains too often!
-The bomb minigame on Casia's brother town is a cash cow, in a couple of minutes I had more gold than I would ever need (around 5,000,000)
-Also exploitable: anything related to sharp/blink/etc stones. They're too powerful and shouldn't be sold in towns(Or they should be REALLY expensive). Another option would be giving enemies a way to dispel buffs. Blink is particularly nasty turning most battles into a cakewalk.
-Seriously what's up with Casia's brother living in whole different town, didn't he swore to protect her and to "grow strong together"?Was Casia living alone despite being underage?Also their dialogue is really dry, there are a hundred things he could have told her, yet they barely chat.
-The door that locks at sunrise on the tombstone on the road to hell. Egad!The first time I saw that blocked road, I thought that it had been locked because I opened the gate to hell(after all, Casia says something like "No turning back now") and decided to start the game from scratch, since The Beast was beyond my resources to defeat. Only later did I realize that it was locked because morning had already came. In my opinion, not only we should be informed about the reason it's locked, but we should also get the option to skip time until the next night. I mean, what can I do to pass time if I get stuck there at 6 am?
-In the ice fields there's a sign that says something like "for testing purpouses" and tells you how close you are to freezing. BTW, shouldn't we have some sort of indicator of how close we are to freezing?It's hard to tell your walking speed on areas without landmarks, which comprise most of it.
-I didn't notice the mailbox until halfway through the game. It wouldn't hurt to have a little pop up informing us about it at the start of the game.