February 28th -> Begin Internal Game Playtesting March 6th -> Discord/Friend Playtesting March 30th -> Public Demo Release Test_1_results Major Problems: Medium Problems: if a item is selected in loadout and you sell the item completly it stays into loadout and can actually be used. Edit: Nothing will happen after using it. Just in the interface it will be shown as used. 3rd Kill of Ursule already was doable by completly skipping last phase. damage ramp up to huge at the moment. (imo Main Problem is weapon damage and accessories attack values) Minor Problems: Warrior animation swings sword in wrong direction if hitting while running away from enemies swamp tiles are visible on the world map near the forest music stuttering while entering load screen consumable needs to be reselected to be filled up completly during loadout 1_7 green slime spawn = one of the slimes is stuck in an object on spawn end of worldmap is visible. needs to be extended a little bit are those even Problems?: Story 1 unlock on a new character distance on 1_1 between first and second Enemy spawn feels to empty you can drag npcs around the camp. Actually fun. not sure if fix is needed. battle shout slow range and effectivity needs a buff Materials for initial craft seems to be wrong? need to recheck do we need a minimap? (maybe with fog of war?) Maybe polling that once testing with more people. should gemstones dropp from boss stages aswell? (Maybe lower droprate?) chasing blue slime as warrior aint no fun, nerf there move spd (-5% maybe?) feature to lock accesoires to protect them from selling would be nice Gorbit99's viewport PGEX Original Nico Sprite Story I-I should not unlock Stage I-II. Initial Gold Crafting costs does not get subtracted properly. Menu controls are not properly saved in system settings (only for emscripten?) The keyboard display controls for the merchant are messed up?