- First time playing the demo, nice.
- Using the mouse wheel while the dialog is up zooms the camera and the dialog at the same time.
- Likewise, maximizing the dialog screen made it so every time I pressed return to advance the dialog would shrink the dialog box back. This could be a focus issue. Personally, I find that implementing a state machine works best for UI controls.
- After finishing a story mission, you can bring up the job select UI before the dialog event pops up if you are quick enough. You should probably block the controls until the dialog window is active.
- The gameplay loop reminds of the game "Out There". I don't know if you were inspired by that.
- Managed to finish the demo without major issues. I chose to recruit the thief.
- Finally, I have a writing note: I think the player lacks agency in the story. In gameplay terms they get to choose missions and who goes in them so you would think they are the leader, but during dialogue they get bossed around by the siblings, and the main quest is ultimately about their goals. I'd like more clarity when it comes to this, maybe the player is grateful towards the siblings for their help, or they are being coerced in some way by these criminals, but I believe that this part of the story needs to be more explicit if you want the player to have an in-game avatar.
- Keep up the good work.