Outside of all the borked-up collision everyone's reporting, I do have a bit of feedback with the game's flavor and dialogue. When you're gathering materials for a makeshift blood bath, the same line plays for all three piles of rubble. For how good this game is at keeping the dialogue natural, this sticks out pretty badly. There's also nothing to tell you that you need to interact with the hole three times to get it set up--frankly, it'd make more sense to just have the player gather all three materials before setting the whole thing up with one click.
Following that, the only thing that points the player towards the mercenary system is the sparkle on the book. Eye-catching, yeah, but not quite idiot-proof. With how important mercenaries are--especially at this point where you're stuck at level 1--it may be prudent to have the cutscene segue into the first book conversation after getting the scrying orb set up. The player can then check the still-sparkling book to learn about the mercs' strengths.
Beyond that, I'd love to see more flavor dialogue just for checking random things in the environment, but that can probably wait for a later build.