Thank you so much for a detail feedback. This is really going to help us a lot. I also made an entry of your message to our forum where we will update the bug fixes in more details.
http://www.realaxissoftware.com/forum/viewtopic.php?f=14&t=37Things I liked :
-The sprint jump has a nice animation and feels right.
-The attack is quite responsive
-The music has a nice atmosphere to it (what I heard of it anyway)
-The journal bits are nicely written (no spelling / grammar mistakes, Huzzah!)
-The chandelier was cool (once I figured out what I had to do)
-Nice fantasy-esque colour palette
Glad you enjoyed it.
-Only two resolution options is limiting, having a 1080p screen, I like to use it when possible.
>>More resolutions are being added, those were the two we tested properly, but it still had some problem in tangram screen when we change the resolution in game.
-Video settings were not saved between exiting the game and restarting (specifically anti-aliasing)
>>Anti-aliasing works only when you exit the game, the settings get saved but everytime you come to that screen demo shows you the best setting that should use. Will change that in final build.
-Confusing volume settings, just seems to switch between 1, 34, 67 and 100
>>Well it is low, medium,high and loud, I think we should just allow to set any number between 1-100.
-No redefine keys option?
>>It will be in final build.
-In the resolution I originally chose (1280 x 768) there were a number of programming bugs,
specifically the 4th shard was positioned too high for my character to reach, whereas when I chose the 1024x768 resolution my character could reach it by jumping. Secondly when I tried the fragile heart puzzle in 1280x768 my cursor would not move to the shards. It would just hit an invisible line that made the puzzle impossible. This again was rectified by choosing the lower resolution.
>> You realize how to collect the 4th shard later so i will skip that. When we change resolution in-game the mouse hits the invisible line (as mentioned above) this will be rectified immediately.
-Sometimes when I would exit the pause menu in game, when I moved it would cause the menu to appear again, then when I hit an arrow key it would go again, this was solvable by making the pause menu appear by moving then pressing escape to leave it normally. This would happen in either resolution.
>> This is new, I will see if this can be reproduced.
Tablecloth of the fragile heart puzzle is (I presume) meant to move like wind is blowing it? Well at times it would just go a bit crazy and was distracting (this seemed to happen more after the puzzle was solved). The background in general including plants and building scenery would have this weird wavy pattern as if adjusting to my player moving, then if I stood still would wave for about a second then snap into a static position.
>> Have you tried low or medium graphics settings? The wavy pattern was observed on a laptop with no dedicated graphics card but that only appears in highest graphics settings. There are lot of fancy shader running in background the glass effect, the godrays effect on windows etc.. Changing the graphics setting to medium or low should solve that problem.
-Is it intentional that I can play the game, collect some shards then save the game, select continue and pick up the same shards again to increase the number I have? It doesn't seem logical to me and defeats the point of collecting them all when I can simply spam the same ones. I used this exploit in fact to get round the problem of the 4th shard being positioned too high for me to reach (until I realized I could use the chandelier to get to it).
>> That is not intentional (I need to stop that immediately). So finally you realize how to reach the 4th shard
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Chandelier is frustrating to jump onto sometimes, as a sprint jump is lower than a static jump therefore can't get onto it that way, but a static jump is unreliable when moving in the air from a static jump, sometimes it does it, sometimes it doesn't. It seems that the position of my character in relation to the chandelier is too finicky.
>> Jump is responsive to how long you hold the spacebar. If you keep it press it will make a high jump, if you just tap it will make small jump. Sprint jump is more useful for wall sliding and combat. I look into that jump issue you faced.
-Why have enemies that don't drop shards? I can't remember which pane it is but one of the enemies is summoned from breaking a pane and when it's dead it doesn't drop anything, if it's made of glass why doesn't it drop a shard? That would also give a point to the player actually summoning this things, otherwise on a second playthrough I would just not break the pane if it's not necessary.
>> There are enemies who drop shards later in game.
-The dragon enemy you first encounter is easy to beat, it's attacks will often go straight
through you and do no damage, all I had to do was stand right next to it when it was floating still and jump attack it then follow it to the other side and do the same.
>>NPC are highly configurable, if we make it difficult to kill some player are finding it too hard to kill dragon and hammerfist (the guy who jumps on you with his fist). The game is going to have two mode simple and hard, In hard mode the enemies will get tougher.
-The puzzle felt unresponsive, rotating the pieces specifically was a bit of a pain.
>> Is it? We could increase the mouse rotating sensitivity.
-The spike pit death was a bit boring, and if I'm the grim reaper, how do I die?
>> You look like a grim reaper but it will get clear to you who you really are in the end.
It was nice you tested it so thoroughly, I really appreciate your feedback and will fix the problem you faced.