Hey, thanks for the detailed feedback!
It was my first game, so I found near the end that it suffered from a few design flaws.
Balancing the grind seemed especially difficult. The scaling at the end was a bit too soft, whereas at the beginning the odds seemed insurmountable (100k, guild debt, ...).
The interactions with Illiana in retrospect should have been more in person, maybe by summoning her temporarily.
The performance hits probably occurred at the boardgame (running pathfinding, etc not ideally) and at the gallery and inventories, where I was too lazy to make thumbnails and just live-scaled down all the pictures and icons from 512x512
My next game (sci-fi) will have interconnected dungeon levels (like paradroid) and I'll cut back on the grind in favour of tactics. Also "tacked on" minigames (like the dancing game...) I probably wont use any more.
Biggest design flaw was the interwoven ending two and three questline, should have kept that apart. Will plan multiple endings better in my next game, Space Journey X.
I'll fix some of the softlock issues in the final bugfix release (V0.9c) which I'll publish in a week or two.
Thanks again for your review!
y.c.