- The terrain is allright, but the huge human town had nothing to do.. At least add some easter eggs here and there.
- Maybe some flavour tooltips for the runes, the time-rune didn't display in the spell-book, but instead opens it. (Im assuming it has the same command string)
- I got killed by the spider and after two times I gave up and cheated my way through.
- Maybe give the player some gold to buy torches.
- The transparency of the hero attachment can be fixed by importing an alpha texture over the unit's normal texture (assuming you used the non-teamcoloured villager-man and you import a different portrait).
- In general; if you want feedback, don't protect the map.
- The cinematics are non-skippable; you should start to work out a system for this while you're in the early stages. It's a pain in the ass to add in later.. I use a main and a skip trigger for each cinematic, using a boolean variable to check if the cinematic is still running (check between all relevant actions/camera movements). If the player skips a cinematic I set the boolean to false so the next check will skip the remaining cinematic actions.
- I love the puzzle aspect and you should continue to diversify this part. The fire spell can light the campfires, why not add more puzzle solutions to the other spells: The earthquake could clear rock-chunks for example. You could also light various other objects, like burning a stack of hay or another type of torch. Example puzzle; light two torches to reveal a hidden chest in the middle. You may want to get some inspiration from those old point and click adventure games. The combinations between spells should be in a hints section under quests, especially in alpha testing we don't have the patience to test every other combination.
- Maybe make some quest items that can be used like interact. Example: A gear that can be inserted in a mechanic to repair an engine. If you want, you could create a little equipment system with quest items, weapons and food in various categories. You may also consider giving NPC's a one-slot inventory so you can drop quest items in them (make a trigger that returns the item incase the player chooses the wrong item).
- Make interact target destructibles to widen the number of possibilities: light candles, open boxes, flip switches, move crates etc. For instance; I added Carry and Drop actions in an old project of mine: Stuff like hay and meat could be carried an placed on key points to create a flammable beacon or load a pressure switch. You can narrow the target field to 'debris' for interactable doodads, 'bridge', 'wall' and 'tree' for special-target destructibles like flamable stuff and 'decoration' for anything else.
- Modify item models, so that you can click them ingame and pick them up. I can imagine the spearmodel to be an item that can be equipped, the armor rack could be picked up as piece of armor, some books in the priest-room a random tome of somesorts and bottles could be used like blizzard's rune of mana.