Thank you for your feedback. I'll address some questions about the game that haven't been discussed yet. Regarding balance, yes, some players have mentioned that there are too many stun abilities and powerful monsters. I did reduce their strength, but it seems I forgot about the stuns. This can happen when creating a map and you place stronger and more numerous enemy units, thinking it will be too easy for the player, but it ends up the opposite.
As for the levers, yes, I had the idea to make them cyclic, but I'm not so strong with triggers, so it turned out the way it did. I increased the health of the levers because a player can quickly break them and immediately head to the portal, which I didn't want to happen.
Regarding the Black Book, I initially planned to include two or three spells in it, but as it was noticed, when summoning the Faceless One, it calls a wolf-like creature, which is similar to one of the cooldown abilities. I tried to fix it by assigning the spell to a different key, but it didn't work out. So, I left it as it was, and that's why there was only one spell in the book. I wanted to add three spells that would summon different creatures, but it would have been confusing.
When Ichthys the Unfathomable spoke to you outside of the "Apocrypha," I decided not to add his portrait during the dialogue. The idea was that he was connecting with the main character from his own world, not directly.
In Chapter 6, I didn't add music; instead, I included the sound of frost (in the musical composition). If I had placed the frost sound in the regular sounds, I would have had to play it cyclically at intervals, which might have caused the game to freeze.
Now, about the dialogue choices with the Faceless One, from the very beginning when I created this campaign, I designed it this way: if the player refuses, they are then moved to one map, and if they agree, they go to another with the Black Book. The transfer itself worked, but players told me that in such a case, all skill achievements and items were lost. I understand how frustrating that can be, so I made it so that regardless of the dialogue choice, there is only one map, and items are saved.
I agree that the other maps are too small compared to the first two. At that time, I didn't have the energy to come up with something for them, and I wanted to release it as quickly as possible. Even in the first chapter, it may seem huge, but it was originally smaller. I constantly added to it, additional quests, and expanded the terrain, that's how it turned out. That's about it)