Alrighty here comes the wall of text, was able to play sooner than I thought. This is all constructive criticism not me discouraging you from improving/making more stuff in the future.
Mission 1: replayed it and the ogre lord spawns and I was able to complete it
Mission 2: Found the npc for the second side quest and was able to use the portals.
Mission 3: Timer reached 0 and nothing happened there was no dialogue, no last big wave or an indicator on where to flee. There is a decent delay from when the timer hits zero to when the level will actually end, but it does start the end cutscene eventually.
Heroes do not have the items from mission 2, I did click continue after mission 2 and the interlude so I assume its a cache issue of some sort between them.
There is a training in the spider den called "Training of master spider" it requires a tree of eternity which we do not have.
This mission I would change how the enemy base AI is if possible or make it not possible to actually "assault their base". Only reason I mention this is because the trigger for when one of the players units gets to close to the entrance of the enemy base it spawns an insane amounts of units for Red/Brown.
I had an entire group go back to my top base twice instead of pathing back into their own base. I just wanted to send the spider into the cave for the side quest.
Naga side quest after completing a text is displayed on screen "Nagas left some towers behind" I do not see any towers where the npc was. (There is a item on the shallows NE of the top base that when used gives 2 naga towers)
Scorpion Q ability that consumes a rabbit to refill mana, you can target a gold mine and destroy it. That was the only rabbit building I noticed that you can do that with.
Mission 4: Items not transferring to wolf/spider hero.
Group of 3 stormreaver hermits and 3 apprentices will not auto attack hero on approach. Wolf hero doesn't attack them either. If this is intentional to reduce difficulty I would just remove 2 of the units and make them attack like a normal hostile mob.
Quill boar to Spikey Boar upgrade on the unit card itself says tooltip missing. It still cost resources just doesn't show how much.
I was given a build necropolis message after a battleship killed a defensive termite mound. I still have 3 wild trees
You can buy ships from the enemy human shipyards
Mission 5: Mission is labeled as Grayzzly Payback on mission select screen. On the level load screen/in mission quest log its called Grayzzly Return
Night owl tooltip missing on the 2nd spell
Mission 6: During the opening cutscene Grayzzly has a couple of text that are in yellow instead of white. If this is suppose to be like a mental comment not spoken out loud I would put like "to self" in front of the text to indicate it wasn't spoken to the goblin hero.
Quest log/loading screen shows that this is Mission 7 yet level select shows it as mission 6
Why is Grayzzly trainable from a altar but not already under our control? Why is he level 1 as well after he is trained? I noticed he was down leveled to 3 in the previous mission but I just chalked that up to him being weakened.
All the enemy heroes start at level 1 besides the quest target 3. The wave heroes can go all the way up to level 10.
The two dreadlords quest log says they are bottom left yet they are hanging out next to Lord Garithos Jr in the top
Both blue/pink/purple waves will attack the mobs on the map
"Fuel" Side quest to kill the portal needs to be able to auto complete if the player kills it before killing the arcane vault. I was able to kill the portal very earlier on while scouting out the map and was unable to finish the side quest because of it.
Attached screenshot but after upgrading the trolls I was unable to train them.
Mission 7: Grizzly and Spider hero trainable instead of under control already? Also spawning at level 1
Why did you decide to use normal melee AI for this mission instead of the waves you been using? I think only the two night elf bases where training troops normally. I couldn't tell with purples undead base.
Enemies killed the camps and took items/tomes, saw a warden take a int tome.
Ending triggered twice and cause it to duplicate characters/text during the cutscene
Last Mission: Nothing much new that hasn't already been said. Mainly again level 1 heroes which required to be trained.
Not level specific stuff
There is no names for heroes when hovering over them, there is just a tiny little box. Only heroes I have seen with a name was generic ones that spawns with the waves, one of the goblin heroes and the default melee ones trained.
Black Wolf Hero first ability fierce bite rank 2 does more than "225 p" it was able to one shot a 350 HP unit. It does I think about 420ish was able to bring down a poacher to 10 HP with it.
Shreder 3.000 Hero casting his Q Fire turret will spawn his W lava plant ability instead. This only occurs if both skills have been learned
No items or tomes carried over between missions after the 2nd chapter.
Multiple tooltips are incorrect or do not display any information.
Some tooltips need to be corrected on the language as they didn't convert over properly from I assume Spanish.
Final Comments
It was decently fun overall to play and I enjoyed it. The main thing I would focus on trying to improve since you mentioned you where learning would be enemy AI, unit pathing and triggers for scenes/quest. Reasoning behind that is the difficulty of this campaign. Half the time the game felt way to easy because there was not a single enemy unit other than their buildings for a long time. Was very noticeable on defense mission and 5/6. The other half of the time a huge army would spawn out of thin air it felt like. Pathing needs to be looked into as certain areas of many of the maps your units tend to walk single file in open areas. It is a mess but its a good mess there is a solid foundation to play and build upon. Work and tidy up a few things at a time and you will have a good solid campaign here.