Congratulations on releasing the expanded version! I just got to play through it, and I really like all the changes you made to flesh out the story and characters more. As always, I love the custom sprites and music for the game, and all the new additions for both are just as excellent and help to make the game feel more engaging and vibrant! The new enemy sprites to represent their remaining health are very cool and add a good feeling to the combat. The new maps and scenes that flesh out Edward's backstory and the post-game events definitely help in making this feel like a more proper RPG.
I do feel like the game still leans toward the easy side, and I never felt much of a need to spend money on anything aside from recovery items and a few accessories, especially with all the nice items to be found in the dungeon and forged with demon dust, but I don't really consider that to be a problem. It's definitely better that a turn-based battler is too easy rather than too hard, and I appreciate having the opportunity to be able to manage my character's attributes in several different ways. However, I did find that I had to reconsider my selection of equipment for the "extra fight," and I especially liked encountering a challenge that forced me to think about my approach.
I didn't run into any significant problems during my playthrough of the game, but here's a short list of the small issues I encountered, if you ever feel up to modifying the game again at some point:
- A few indoor tiles seem to have odd collision, mainly the brown and gray shelves found in "The Skeleton Closet."
- The initial story trigger of talking to the boss in the UPD building repeats if you speak to the boss again. It didn't affect my actual position in the story but just felt odd.
- One of Dan's dialogue boxes when talking to him after the demon den sequence displays twice in a row.
- The "enraged" status effect has a messy text pop-up with the word "undefined" appearing in it after the enemy's turn.