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(2 edits)

Game looks great, seems very promising.

Menu buttons need some sort of hover effect, probably on click too.

I'd probably make options a priority to put in the game as it will make testing smoother for a lot of people. I really missed a invert mouse Y axis option and kept using the wrong attack because I'm so used to it in Mount & Blade. FoV option would be nice too.

FoV is too low in first person, so I only played in 3rd.

UI is too small in 4k, needs proper scaling. An example:

Interact outline isn't obvious enough I think, its possible its different depending on your resolution?

Pressing ESC should close all open windows before opening menu (I know TAB does, but ESC should too imo).

Double/shift clicking items should move them. Need a take all option too.

Empty and/or already looted containers should have a different outline, for example white for unchecked and grey for already looted. A name showing up for the thing you're looking at might be a good idea too.

Dialogue options and the dialogue are way too far away. 

Pressing C while moving doesn't stop you.

I'd like some sort of character screen with all your stats and maybe equipped items. As far as I know there isn't one.

I know you're working on it but I think a save system should be priority one because it will make testing the game a lot less frustrating for testers.

Some items are too hard to see, especially for something very important like keys (if you have no other ideas some sparkles above it or something would work). Example:

Attack direction feels pretty imprecise; like it picks the wrong direction a lot, even though the indicator says the one I'd expect it to attack from.

Biggest problem I think is a general sense of "jank" in the combat that I have a hard time to properly express what the problem is. Probably something to do with your actions and feedback to them not having enough impact and reactions; e.g. impacts and blood from attacks landing isn't pronounced enough and is quite hard to see, same with parrying. Also when an enemy parries you they don't seem to try to counterattack - I just kept swinging and it works fine. But maybe that's how its supposed to be with the beginning enemies.

I played until I got the infirmary key, used it and then opened the door on the right and fell through a white opaque floor into the void:

UI is highly WIP.

I will add settings soon. 

Something i recently realized is that the left-right attack is kind of redundant. It could simply be the combo for the "horizontal attack". But I dont know if removing the m&b style attack direction input would make the combat more confusing.

Im no sure where to put the dialogue options tbh. I will need to design a new UI.

I think C is the broken crafting UI? I forgot to disable it.

Everything RPG related is barely implemented.

Thats a good point.

There is a save system. Im an idiot and I forgot to swap the demo day note. The lecterns are the saving stations.

Another reason I'm considering dropping the m&b attack direction input entirely.

I think blood is kind of broken. I dont wanna cope and say the combat system is perfect as it is, but its purposely slow with a big emphasis on footwork and distancing. Some things need to be improved but the combat system is pretty much purposely designed to be this way. You havent found the soldiers, which are basically the real human AI. They are highly reactive and faster than the zombies.

My bad, I forgot to lock several doors.