This succeeded my expectation, amazing work you guys.
The combat looks much more fluid and generally awesome, I think it'll be really difficult to go back to standard rpgs after this.
The castle looked great, I always liked castles, but often it's hard to get a feel for it in a third person game.
With the ability to walk on the roofs (Mind blown, thought there would be no collision on the roofs) you can really get the scale for the castle.
Tripping over the chair was hilarious. However I got one concern:
What prevents me from throwing a object at an enemy while in a fight?
Think this can be exploited quite much if there is no restrictions to how/when you can move objects.
The new warp power looks awesome.
I understand some peoples concern that it might be op in some cases. But frankly, I prefer if I can move were ever I want, instead of having some stupid artificial restrictions that prevent me from warping to certain places.
However one way to balance it out, might be that: The longer the distance, the more power/mana it consumes. And you can only warp to locations your character can see.
Hence, you cant warp up to a flat roof from the ground, but you can warp from a tower down to the ground. (This way, if you want to run around on top of a castle, at least you need to get up there by other means first)
Please ad a weight value to the weight "slider" for the weapons stats.
Not necessary, but a interesting addition.
Caves should imo be much much darker. Torch should be required unless there is natural light somewhere in the cave.
I liked that the disguised part really worked, just as I hoped!
What does the "slash" stat for a weapon mean exactly, how does 2dots differ from 4dots?
and will there be other attributes, like Crush for other weapons (Mace for instance)
Anyway great work, can't wait to get my hand on the Alpha.
Please make an option to remove health regeneration while in combat, I noticed it was really slow, but I think it just promote kiteing like a chicken when you're low on hp in a boss fight.