Orc campaign inspired hooked me, but...
1) Yeah, the intro is too tedious and you could cut down on the pain by leaving your design philosophy rants out of it. Ask yourself, what does the player need to know vs. what do you simply feel like sharing about your development efforts, and cut the latter part out and put it in this description instead. I think you could have removed the whole thing out, really. The only thing I needed to know was item stacking (if even that), the rest I would have found out without thinking you're a moron for not giving me a heads-up. And you could tell that without forced dialogues too. Maybe just tell us, in massive caps, skip the intro unless you're a total newbie.
2) It doesn't get better that it continues with a long talk with that boy. Voice acting would make it all nicer, but that's probably a tall order. Would have probably felt much better if I skipped the tutorial.
3) The first puzzle - the very first quest - isn't about using your brain, it's about jotting down notes. I would actually prefer it if the hero knew when he had found the best merchant for an item, and we had more elements like finding the guy hidden in the forest to it instead.
So anyway, got out of the village, met a fellow paladin. Whose skillset seems almost a copy paste from blood mage? The ultimate differs, the rest might even have the same stats. The protagonist has way more levels available to his skills than that guy, which seems odd. At the very least you should rename them so they sound more paladin-ish. He just feels like a blood mage with the wrong model to me.
Also the protagonist's skills seem to leave little room to creativity. I took his Q, then his W, and I can't upgrade either of them until level 4. So I seem to be stuck in a QWEQWEQWE cycle without having the ability to focus much on one of them. While we're at it, tooltip doesn't need to spell out the mana cost, the UI tells me anyway.
But, big kudos on making the skills QWER.
However what really made me stop playing (for now anyway) is the constant running around. There's just nothing happening except me waiting for these normal speed heroes to cross a map. Sure there's combat here and there, but I don't feel encouraged to explore when doubling back after a dead end takes forever.
Your English is above decent. There are many maps whose language made me stop playing them. You could perhaps benefit from
this though, as I felt you were using
would in place of
will often.
Oh also, destructibles that aren't meant to be obstacles should die in 1-2 hits. I need like ten swings to break a rock chunk to see if there's any treasure to be had.
Last edit (who am I kidding?): The morning of my departure I was able to kill the friendly family. Is that a whoopsie or an Easter Egg? I killed Tommy and his parents, but I guess that in order to complete the egg hunt I should have bashed Ivan's head in too