I played through the map a second time, and things were much faster/easier this time through. I was the human sorceress (instead of the elvish "move things around" mage), and I think she might be a bit more powerful than Mr. Move Things about. But then again, I was also min/maxing a lot more this time, since I knew the proper order to do things, and how all the in-game systems worked.
By the way, I didn't buy any "big items" this time, until very late. Instead, every time I got 500 gold or a purple soul thing, I immediately transformed them into a talent point at my stash, and I maxed talents points by around level 10-12. I even had one extra talent point at the end of the game (from reaching level 15), and still bought two "leet" items at the end.
--COLORS--
9. The "Dark Purple" used in several places (like for "experience" rewards) is too dark to read.
10. Similarly, the "Light Brown" used for Pendant of Water, and the other Amulet you get from the Kraken also is hard to see in game. The different colors are cool, but you should check them all carefully in game to make sure they both stand out and are legible
--ITEMS-- Overall, the user interaction with items has the most room for improvement.
11. Increase the selection size of items...they are hard to select and pick up sometimes
12. Don't drop items directly on top of each other (harder to pick up). Sometimes globes of health/mana which you don't want to pick up yet block you from picking up an item you want, because they are all overlapping. Maybe on monster/chest death, drop the items a random (small) distance from the dying monster's position instead of all right at its position?
13. Increase the "item acquisition range" a little bit. I don't remember if it's a global, or a specific unit property, but it would be much nicer if it was increased by 50 or 100 on your backpack unit. I think you backpack unit might be "following" your hero around, because lots of times I couldn't pick up an item if it was in front of me, but I could if it was behind me (because it was closer to the backpack). Players shouldn't have to think about this...increasing item acquisition range might make this all a better experience.
14. When you try to pick up an item which "you are already carrying one of these"...it currently just drops the item at your feet. Better than this, give this item to your "backpack hero" if he has space in his inventory. Much better user experience.
15. Since most classes can use only a small % of items, the user experience of item drops is kind of annoying. A ton of rusty daggers, swords, and armor you can't wear are dropping, and you want to be picking them all up and selling them. I would suggest adding a few "gems" or similar such item into the drop table...when you click on it, it gives you gold (+5, +10, +25, or something like that). This has the same effect as different types of items dropping that you can sell, but is a better experience, because you don't have to leave a bunch of stuff on the ground and are still getting the same benefit. To be clear, I still think rusty daggers and bows, etc, should be dropping, but maybe at about 70% of their current rate, and the other 30% is direct-to-gold.
16. Giving items to your "Stash" doesn't seem to work. Or maybe it does, but didn't work when I tried it. If this does work and I just failed, it's not easy enough yet.
--QUESTS--
17. You get several Quests for the "slums area" long before you can actually go there. Because one came from the Paladin next to a force wall, the first time I played through the game, I thought that the force wall was supposed to lead to the slums and that there was a glitch in the game. Even though it doesn't make a lot of sense to think the slums is through that force wall, it made sense in a way, because the first "clean out the zombies" quest you got from the guy on the right opened the force wall on the right. Since the Paladin is sitting in front of the force wall to the left, it makes sense to think it will open when he gives you his quest. My belief that there was a glitch with the slums area went on for 30-45 minutes before I actually got access to it, because I had all these slums quests, but couldn't actually go there yet. Maybe only turn on the slums quests once the slums are open? Or maybe, indicate in the quest log where the slums are. Or maybe have a guard tell you "Sorry, the slums are off-limits until further notice." whenever you walk near there, until they open up. You don't want your players to be confused.
18. When the "Village Elder" (Medivh model with a guitar) gives you the last quest (Gravekeeper?), he doesn't lose the EXCLAM over his head.
--MISSPELLING / GRAMMAR--
19. "Strength" is misspelled as "Strenght" in many places.
--GAMEPLAY AND HEALING--
20. It would be nice if there were more healers in the game. Running back and forth the church over and over again is a pain. One idea is to put a "village priest" in the Elven Encampment "square" right by the teleporter (where the shops are). Then, you can teleport there from any teleporter and get healed. Better user experience than teleporting all the way to the main town, then walking all the way down to the church, then walking all the way back up to the teleporter, etc.
21. Elixirs/Potions...do they exist ? There is a hint telling you to get one as soon as possible, because they make you more sustainable, but after playing through the game twice, I haven't seen one yet. Maybe adding these in will be a good solution for the "not enough healers" problem above. Another option is to drop health/mana globes slightly more often.
----Thank you so much for making this amazing map. I hope some of these suggestions are helpful. Most of them aren't actualy bugs, but are about improving the player experience.
By the way, I didn't buy any "big items" this time, until very late. Instead, every time I got 500 gold or a purple soul thing, I immediately transformed them into a talent point at my stash, and I maxed talents points by around level 10-12. I even had one extra talent point at the end of the game (from reaching level 15), and still bought two "leet" items at the end.
--COLORS--
9. The "Dark Purple" used in several places (like for "experience" rewards) is too dark to read.
10. Similarly, the "Light Brown" used for Pendant of Water, and the other Amulet you get from the Kraken also is hard to see in game. The different colors are cool, but you should check them all carefully in game to make sure they both stand out and are legible
--ITEMS-- Overall, the user interaction with items has the most room for improvement.
11. Increase the selection size of items...they are hard to select and pick up sometimes
12. Don't drop items directly on top of each other (harder to pick up). Sometimes globes of health/mana which you don't want to pick up yet block you from picking up an item you want, because they are all overlapping. Maybe on monster/chest death, drop the items a random (small) distance from the dying monster's position instead of all right at its position?
13. Increase the "item acquisition range" a little bit. I don't remember if it's a global, or a specific unit property, but it would be much nicer if it was increased by 50 or 100 on your backpack unit. I think you backpack unit might be "following" your hero around, because lots of times I couldn't pick up an item if it was in front of me, but I could if it was behind me (because it was closer to the backpack). Players shouldn't have to think about this...increasing item acquisition range might make this all a better experience.
14. When you try to pick up an item which "you are already carrying one of these"...it currently just drops the item at your feet. Better than this, give this item to your "backpack hero" if he has space in his inventory. Much better user experience.
15. Since most classes can use only a small % of items, the user experience of item drops is kind of annoying. A ton of rusty daggers, swords, and armor you can't wear are dropping, and you want to be picking them all up and selling them. I would suggest adding a few "gems" or similar such item into the drop table...when you click on it, it gives you gold (+5, +10, +25, or something like that). This has the same effect as different types of items dropping that you can sell, but is a better experience, because you don't have to leave a bunch of stuff on the ground and are still getting the same benefit. To be clear, I still think rusty daggers and bows, etc, should be dropping, but maybe at about 70% of their current rate, and the other 30% is direct-to-gold.
16. Giving items to your "Stash" doesn't seem to work. Or maybe it does, but didn't work when I tried it. If this does work and I just failed, it's not easy enough yet.
--QUESTS--
17. You get several Quests for the "slums area" long before you can actually go there. Because one came from the Paladin next to a force wall, the first time I played through the game, I thought that the force wall was supposed to lead to the slums and that there was a glitch in the game. Even though it doesn't make a lot of sense to think the slums is through that force wall, it made sense in a way, because the first "clean out the zombies" quest you got from the guy on the right opened the force wall on the right. Since the Paladin is sitting in front of the force wall to the left, it makes sense to think it will open when he gives you his quest. My belief that there was a glitch with the slums area went on for 30-45 minutes before I actually got access to it, because I had all these slums quests, but couldn't actually go there yet. Maybe only turn on the slums quests once the slums are open? Or maybe, indicate in the quest log where the slums are. Or maybe have a guard tell you "Sorry, the slums are off-limits until further notice." whenever you walk near there, until they open up. You don't want your players to be confused.
18. When the "Village Elder" (Medivh model with a guitar) gives you the last quest (Gravekeeper?), he doesn't lose the EXCLAM over his head.
--MISSPELLING / GRAMMAR--
19. "Strength" is misspelled as "Strenght" in many places.
--GAMEPLAY AND HEALING--
20. It would be nice if there were more healers in the game. Running back and forth the church over and over again is a pain. One idea is to put a "village priest" in the Elven Encampment "square" right by the teleporter (where the shops are). Then, you can teleport there from any teleporter and get healed. Better user experience than teleporting all the way to the main town, then walking all the way down to the church, then walking all the way back up to the teleporter, etc.
21. Elixirs/Potions...do they exist ? There is a hint telling you to get one as soon as possible, because they make you more sustainable, but after playing through the game twice, I haven't seen one yet. Maybe adding these in will be a good solution for the "not enough healers" problem above. Another option is to drop health/mana globes slightly more often.
----Thank you so much for making this amazing map. I hope some of these suggestions are helpful. Most of them aren't actualy bugs, but are about improving the player experience.