I just completed my playthrough after approximately 17 hours, it's an entertaining game with lots of things to do and explore, so thank you for developing and sharing this game, morso. My biggest gripes were the low level cap (25) and the generally missing/uninteresting monster drops. Both issues collided when I farmed a few hours for Plate Armor drops (2% chance) from Skeleton Captains. Not only did I reach the level cap before the second half of the game this way, I also noticed that Plate Armors can be bought later, only to be quickly outclassed by Mithril Armors. :(
There are still some loose ends that I could tie up. At the end of my playthrough, I was still missing the bestiary entries no. 47, 57, 80, 89, 115 (115 is probably the final boss, and one of the other entries might be reserved for the Troll, see below) and the weapon entry no. 38. Any clue which optional location(s) etc. I might have missed? Admittedly, I was a bit tired towards the end because of all the random encounters (and no incentive to defeat them thanks to the low level cap), so my exploration motivation and prowess probably wasn't at its peak.
Also, I encountered a few bugs - nothing too serious - that you might want to fix:
- The Smitten status isn't removed by walking (only by resting and through cutscenes).
- It seems defeating the goblin boss in the Ancient Grove and obtaining the Druidic Flower is the trigger for the soldier NPC granting passage southeast of Langbury (might or might not be intentional), not planting the Druidic Flower (I checked by chance, since I was on a personal side quest to sleep with all harlots in Langbury).
- Shrine southwest of Cromby Village: It's possible to skip the "break room" completely. While it's not a big deal, this occurrence alone was enough to make me leave a dungeon and save my game every time I was about to open a locked door. Maybe place another key in the Behemoth's room to alleviate the players' fear of missing out.
- Desert hole: It's possible to walk on the wall left and right of the vine (also later in the Wyrm cave), which enables the player to grab two treasure chests in the northeastern part (which is blocked by a water fountain) prematurely.
- I think it's not a good idea to send the player one tile downwards after choosing not to enter the desert hole. For example, the game freezes if - when doing this - Perci II (the horse) has been "parked" one tile south of the desert hole.
- Right after entering Easchester, the fortune teller lady assumes the party has already slain the Lamia.
- For whatever reason, if the player tries to enter the Hydra boss room a second time (i.e. from the second time onwards), he will somehow find himself in the Dark Prince boss room (Exony Castle) instead.
- If the player docks south of Sothport and then enters Sothport from the south, he will lose the ship permanently (game-breaking), since Sothport can't be left to the south.
- The Staff of Morn raises the intelligence stat way more than what is stated in the staff's description.
- When talking to the Druidic Flower after defeating the Great Druid: The first time the protagonist's name is mentioned, the default name (Jaden) is shown instead of the player's choice.
- It seems Trolls (encountered on Twin Dragons' Mountain) don't appear in the bestiary after having been defeated.
- It's unclear what can be achieved (if anything at all) by donating money to the Twin Dragon shrine. I wasted 25000 Gold before reloading an earlier save file; the Twin Dragons can be challenged right away, and the opportunity to donate money disappears afterwards.
- It seems many bosses don't possess instant death resistance (against the Urchin class' Murder skill), which might or might not be intentional.
Thanks again for creating an enjoyable game.