Thanks for the feedback.
1. After pressing the A key you can't press the A key to cancel an attack, which makes the UI inconsistent. I died a couple of times when I realized I needed to heal but couldn't because I had already pressed the A key.
True, I've noticed this myself!
2. Getting teleported into the middle of the ocean by a trap. Luckily I keep a scroll of teleport on me, otherwise I would've been screwed because my character won't swim.
Really? I had that problem before and tried to fix it...I'll take another look at it.
3. There have been times where I had to look around the screen to find where I was once combat started. Maybe you could have an aura/arrow appear over the character at combat start to make it easier to find the character. It might also help with indicating that combat has started. Sometimes I didn't notice combat had started until I saw that the enemies had green bars by them.
Good idea. To me, this is especially important for people playing without music/sound.
4. Not being able to hold down the direction keys to move. Having to rapidly tap the keys to move long distances was tiresome. I'd really like to continue moving in a direction by holding a key down.
Yeah, I agree. I'm working with a really clunky engine I coded years ago when I was first teaching myself C++, so there are a lot of inconsistencies and inconveniences such as this. I'll work on it
At the beginning of the game I get to choose skills, but when I start the game I have no skills. This really sucked for my mage, 'cause he had to hit everything on the head with a stick because he had no spells to cast!
Haha yep, that's just because I'm currently revising the spell system, so your character does not start with any of the skills presented when starting a new game. However, the old skills are still available to learn at trainers, if you want to try them out (though be forewarned, some may cause crashes!!!). After all, I put this build out to demonstrate my new direction with the project, not to provide a rounded game experience. And the new spells will be worth the wait anyway
As the game progresses my encumbrance increases, but I never get any more spaces in my inventory, so it's completely irrelevant how high my encumbrance is because I can't carry anymore anyway!
I sympathize with you
But the inventory system won't change anytime soon. Back when I first designed the game, I thought the weight/encumbrance system would, along with the 10-item limit, force the player to make decisions about how much they valued certain items and prevent them from hoarding equipment. In retrospect, it wasn't really a necessary feature at all--in fact, it frequently hinders the player. Although I personally still like the idea of having such a limited inventory. (Easier to manage in the context of this game, and it does force you to keep only items you truly value). I probably won't change it in this game, but I certainly wouldn't repeat it in another project.