- The intro, though necessary to explain the story and set up a premise, felt too long with too much dialogue.
- The autosaves were well implemented and I appreciated them.
- When trying to escape from the castle at the beginning, I found it kind of annoying that when clicking on certain hotspots you would get spotted by the guard instantly. While on the other hand, waiting 5 seconds would not get you spotted.
- In the castle bedroom (when you are a prisoner) the guard walks in front of the stone wall on the right. The walkbehind is incomplete.
- When you talk to the guard in basement next to the general when sneaking, the general still says the castle guards are not to talk to you.
- Interacting with doors gives messages that you tried to open them while not even walking to them. This isn't a bad design element; it's nice to not have to wait for the character to walk, except it makes no sense especially when you're sneaking around the castle and outside of town.
- At the pier, the ocean stops animating sometimes and it looks awkward.
- The music in the camp abruptly stops (intentionally I presume) and in my opinion, it gets a little irritating.
- Sometimes swimming upwards/downwards will break a walkbehind area in front of a rock. The character will be drawn in front of the rock.
- In the scene with the shipwrecked boat you can walk directly on what appears to be a cliff from the beach. Intentional?
- When controling other characters, they say "You cannot use the INVENTORY ITEM on itself." But I think this should be first person because you have switched characters.
- When going down in the inventory, the UP button appears. But when you go UP again, it stays there even when you can't go up. Clicking UP again will cause the button to disappear.
- After the storm outside the Jeweler's, I could walk up and down the cliff and never fall off.
- I could talk to the cider woman about the girl in robes before I ever even saw the girl.
- When having the druid "touch" the stone, he says a message that is hidden behind the GUI, then he says he cannot use the item on itself.
- When showing the sword to the blacksmith, he says "Seeing the quality of the blade, the blacksmith nods appreciatively." The narrarator should be saying this instead.
- After getting the Dark Lord's help, you can ask for it again and repeat the same conversation to no avail.
- When using items on the mouse (animal), the mouse's name does not exist, for example "There is no need to slash the with your sword."
- When givng the wool cloak to the goblin (and perhaps other chars?) they say, "I'm sorry sir, but I cannot take back used clothing." This is the tailor's line. Intentional?
- When giving gold to the prisoned tailor, he still acts as if he was in the shop.