Don't stop nitpicking. It's a beta. We're helping Jack improve the game so people will buy it. Every nitpicked sentence is a meal for his cat 
I've hit level 2 and I still haven't found an explanation for what the "Tired", "Shattered", "Frozen", etc., conditions do.
I've hit level 2 and I still haven't found an explanation for what the "Tired", "Shattered", "Frozen", etc., conditions do.
Mouse over the debuffs when you cause or suffer themthere actually isn't so many debuff types in this game.
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[ ] [V] [B] [ ][/code]Talking to the ratmen gives me two options: item shop or training fight. If I do the shop first, I can't later try the training fight (but I can try the shop again).
The checkmarks in the shop screen that indicate if a character can equip an item only update for store items. If I'm in the healer shop and select a staff for my druid, then go to unequip some chain boots from my ranger, the healer is still showing a green checkmark. Actually, none of the items in my inventory show the checkmark stuff - I have to keep going into the slot to check the "available items" section.
The auto-save seems to save and clear slots at weird times. I guess it's every time there's some dialog choice (even if it's "continue")? It's been fairly handy so far, just strange to see it emptying out slots instead of just overwriting them.
I'll answer this first, then get to the older posts:
The checkmarks in the shop screen that indicate if a character can equip an item only update for store items. If I'm in the healer shop and select a staff for my druid, then go to unequip some chain boots from my ranger, the healer is still showing a green checkmark. Actually, none of the items in my inventory show the checkmark stuff - I have to keep going into the slot to check the "available items" section.
The checkmarks aren't supposed to show on items indeed. If you can equip an item, has a green background. If you can't because your class can't, is red. If you can't because of level, is orange. Of course I forgot to put a help text for this
The auto-save seems to save and clear slots at weird times. I guess it's every time there's some dialog choice (even if it's "continue")? It's been fairly handy so far, just strange to see it emptying out slots instead of just overwriting them.
Well that depends on Ren'Py so can't change it
[*]This game is eating my laptop's battery, even when it's in the background. I think Loren wasn't quite as power-hungry, but it's been a while since I tested 100%->0%. Might be a RenPy issue.
[*]Clicking "Back" from the class selection page goes to the difficulty selection page instead of to the Althea/Shea selection page (and if you say that's because the Althea/Shea page has no back button, well, the difficulty selection page doesn't either! Not that it needs one.).
[*]Aside: It's kind of hard to gauge the value of some of these stats on the opening screen. I do like how I can see my HP/SP change with allocation, but I lack a frame of reference for the other stats. For example, I'm sure speed will be super-important like in PS/Loren, but I don't know what 107 means (is that good? average?) nor how adding two points will make that better. I also can't see the secondary stats like critical hit chance, or resistance, etc probably because they would over-clutter the screen. I guess I can calculate them based off my current attribute values, but when I get gear there might be additional modifiers. I guess I'll see when I get to the game.
[*]Typo: The title says "Choose Althea Attributes" when I'm picking for Shea, after picking Althea's. I presume the opposite would be true as well ("Choose Shea Attributes" for Althea when selecting Shea.) The trait selection pages do this correctly.[/list]
[*]I thought I saw someone else mention this, but Morran is mentioned as Althea's father and all the pronouns refer to Morran as "she". "'One day,'[color=#BF0000]he[/color] said" and "...[color=#BF0000]his[/color] words would become true."
[*]Fighting goblin hunters trait: "Althea was able to overcome[color=#BF0000]her[/color] fear..." Also, either "from the beating they had got[color=#BF0000]ten[/color] " or "from the beating they received".
[*]Fighting goblin hunters trait: "That day, she[color=#BF0000]was[/color] discovered to have" or "That day, she discovered[color=#BF0000]she had[/color] ".
[*]Fighting goblin hunters trait: I think "mental conditions" sounds a little better, though "mind conditions" isn't wrong.
[*]As a general comment, the use of "the" is inconsistent between skill descriptions. Sometimes it's missing, sometimes it's there, so I'm not sure if you were trying to go for brevity. I'll assume not in these remarks.
[*]When I pick my skill, shouldn't it automatically go to the next page for me?
[*]There's a small skip in the music when I click a skill.
[*]Aside: It's kind of hard to gauge the value of some of these stats on the opening screen. I do like how I can see my HP/SP change with allocation, but I lack a frame of reference for the other stats. For example, I'm sure speed will be super-important like in PS/Loren, but I don't know what 107 means (is that good? average?) nor how adding two points will make that better. I also can't see the secondary stats like critical hit chance, or resistance, etc probably because they would over-clutter the screen. I guess I can calculate them based off my current attribute values, but when I get gear there might be additional modifiers. I guess I'll see when I get to the game.
Yes considering you get a lot of attributes every time you level up, the initial choice doesn't have a big impact. Not like AD&D games for sure
-The map is WAY more responsive now--no lag issues at all anymore, even with transitions left on. Still seeing slight blurring with the sprites (as expected, since it didn't sound like you've changed that code at all). I've played a lot of Ren'Py games on this laptop in the past without seeing anything similar, so it seems odd that I'd need to turn transitions off for this game. It's also way more pronounced in the scene with Riley than it is later in the game.
I don't think Ren'Py renders to a fixed-size buffer (yet), instead it scales each sprite as it's drawn to the screen. Under those circumstances, if your window size is larger than your game's resolution and your sprites normally downscaled, your sprites actually take advantage of the larger resolution used by the window and will appear sharper than other images.
Some special effects require an intermediate rendering step to a separate off-screen buffer (I think dissolve is implemented in this way). If the buffer size is based on the game resolution rather than the current window resolution, the extra detail from using oversized sprites in an upscaled window disappear.
-The item tabs on the merchant's inventory are a big improvement--but I still think the Sell button is too far away from your inventory. You can't double-click to sell things (which makes sense, since it's also an inventory screen), so there's a lot of extra mouse movement involved in selling multiple items.
-The addition of checkmarks for party members who can use an item makes it much more obvious. However, I noticed that the green/red highlighting on the merchant's inventory indicating whether the selected party member can use each item seemed bugged. Often some pieces of equipment wouldn't have a highlight, and I think there may have been a couple times where an item the selected character could use was highlighted in red or vice-versa.
-The text for checking the traps is much more natural now, but sometimes it jumps right to "select your party" without any text. Is that intentional? (It feels perfectly natural from a gameplay perspective, but I wanted to confirm that it's not a bug where an attack alternate dialogue never plays.)
-The first time I tried to leave the city with Vaelis, I got a scene where he warned us that we might want to rest first because we were so weak--but my party's HP/SP totals were around 60%/100%, 95%/100%, 100%/40%.
-Even if you choose to talk to the ratman rather than attacking, everyone will talk as if you fought when he invites you to return.
-I still think the "Click to Continue" button after a battle could benefit from the application of some responsive design principles--make it taller when there's space!
Almost forgot to mention. If I talk to the bandits with the super-powerful recipe and offer to buy it for 50 gold, it doesn't actually charge me 50 gold. I had 41 gold in my inventory at the time.
Some of the skills are kind of "new player traps" too - like picking the ones that require dual wielding or a shield before you have the required items or the gold to buy them. It's way better to have at least one healing skill at the beginning.

[*]When Vaelis returns it's a little weird for him to appear back in the camp but then they walk outside mid-conversation (right between "What do you mean nothing happened?" and "What on...")
[*]Why does the text box sometimes disappear and come back? For example, after "What, were you sleeping?" it goes away and then quickly comes back with Althea's reply. This happens quite frequently throughout the act and makes it seem like the text box is flickering. At other times (like when their dad's is being treated) it is consistently on-screen and doesn't "flicker".
And a random note about chapter 1 I forgot to add - I sometimes have an attack go off that I didn't intend (like Cripple twice when my ranger somehow went twice in a row). I think this is the "double click to repeat your last action". I don't really use that feature anyway, but someone else might, but it's kind of annoying to lose SP from that. Especially if I'm playing on a touchpad.