I think this is a pretty nice improvement over The Demon Within, kingdiz -- great job!
this one with most (not all cuse something I didn't wanna change) feedback.
Just wanted to say this is absolutely the right attitude to have, especially if it's feedback from me -- I tend to make large lists of feedback which are really just thoughts off the top of my head, so definitely some of them will be wrong or just not fit with what you want. So yeah, no shame in ignoring stuff. I think feedback is to help you think about your game and understand how people see it -- not to literally tell you how to change your game!
Anyway, here's a big disorganized list of thoughts:
* I definitely appreciate the in-game tutorial stuff, but I think it could be spread out better; it might be good to not introduce some of the stuff (like magic) until slightly later in the game, just to avoid slamming the player with quite so much explanatory text right at the start.
* There seems to be some frame rate issues near the first vendor (and possibly any vendors?), especially if I war stomp while I can see their text.
* I hadn't found any gold when I reached the vendor so it was kind of odd to be told to buy stuff from him. Also, there's no feedback when you try to buy something you can't afford; it would be nice if it changed the text from "Press Enter to buy" to "you can't afford this!" or something, and maybe made a little "invalid action" noise when you tried to buy it.
* The sign right before the first town sort of blends in to the background, so I didn't notice it until I noticed the text popping up due to being near it. It might be nice to give it a bit more detail / contrast to pull it out from the background more strongly. (Not sure about this one)
* The bushes that attack you could pretend to be normal bushes a little longer before approaching you; that would give them a greater element of surprise, I think? So far I just notice them because they're moving so the disguise element doesn't come in to play.
* The accept quest method right now is "Press enter to accept the quest," but you have to accept the quest before you know what it is, this way. I think it would feel more satisfying and immersive if I could hear the quest, and then decide whether to accept or reject.
* The plot for the pitchfork quest had me laughing just because ... this guy is worried about his friend he left behind in this cave of monsters (very serious!) and also about leaving behind his pitchfork ... the contrast is just silly.
* Some animation on the townsfolk could be sweet. Like instead of just leaving them waiting, fully static, if they would breath a bit or do move just a little they might feel more alive.
* The animation when the character finds gold is still kinda weird, with the little bits of gold falling to the screen. I'm not sure if I should try to catch the pieces or what...
* I see you continue the long-standing Zelda tradition of making grass/hedge-clipping a primary source of income
* I did read that I can't save during a quest, but I think some people will skim the instruction screens (especially after seeing so many of them) and will miss that detail. In that context, it might be good to repeat that fact when the player is deciding to accept a quest.
* Relatedly, when you're on a quest and try to go save, the save button/spot doesn't seem to react at all. It'd be nice if it gave some negative feedback (like a beep sound and/or some text) to explain that you can't save since you're on a quest.
* If you saved the game (or at least offered to do so) when the player accepted a quest, that could help avoid issues where someone forgets to save before accepting a quest.
* I do love the dithered shadows in the cave; nice old-school sexy graphics trick
* Combat with bats feels pretty good! A few times it has felt like they pass through me, though.
* those red-eyed cave people (what are they?) are pretty hard to see! I imagine this is intentional but they do keep surprising me.
* Bats seem to flap in place before they see you and start moving towards you, which is a bit funny. Would sort of expect them to be still while waiting for you.
* The images for the options you give on level up are confusing. I assume they're strength upgrade or magic upgrade, by the conventions of the genre, but it'd be good to say that somewhere. Also, the fist icon (?) for strength is especially hard to make out. Perhaps adding more detail to the hand would help clarify it?
* The music loop seems a bit clumsy; I think I hear the point where the music stops before repeating sometimes?
* The main character's reaction to finding Eric dead in a cave is so apathetic that I feel the character might be a psychopath. He's just like, "eh, oh well, let's go find that pitchfork!"?
* War Stomp seems underpowered, especially since I think it doesn't affect bats and it only does a third of the damage to those high-health cave people.
* I'd be really nice to have some visual or audio warning when the player is at low health, since it seems easy to forget to check the health meter and die unexpectedly without something like that.
* The collision detection seems a bit off sometimes; I can't make it through the the area below in this screenshot, for example, even though it looks like I could fit ...
Okay, that's all for now. Hope it helps!