Thanks for more great feedback!
Glad the debug mode is working well for you. There are still some issues depending on the combo of options you choose, though we tried to make sure the options we exposed would be less likely to cause issues. We may add more in the future as we resolve some conflicts.
For the abilities update we replicated the abilities we had previously created, including some that were meant for later on, and gave them to the player to show off the core mechanics for those who only play a small amount. We are trying to get the core features into place, and then will be rebalancing. In the future multi-target abilities will require use of higher level items, and will be gained later. Some will be gained as you level up, and others through events. The more powerful abilities will also have an additional cost to use, so you won't be able to use them as your only attack. The plan is to add Affinity Points (AP), which will be accumulated as you eat items. When you have enough, you can spend them on Special Abilities. We are still fine tuning the details, but want to have a bit more variety in combat so the player doesn't get bored and feel like they have 1 "best" option to just use every time, and the rest are ignored.
For the inventory management, are you using any of the current quick transfer shortcuts? Instead of double-click, we are using right-click. You can also use Shift, Ctrl, and Alt with right-click, for Half, Quarter, and Split, quick transfers. For mobile we need to work on how best to implement these, and double-tap is an option for the basic quick transfer, but mobile extras are lower on our priorities right now. We are also planning to add additional keyboard and joypad hotkeys. Before we do so we want to redo the remapping to break it out into groups based on where the inputs would be used, as it is already long, and all the options can be confusing or overwhelming.
We prefer right-click over double-click for our quick transfer, as it take less clicks and is faster when doing a lot. Double-click also has the issue of getting the right timing. You don't want it to be too short that some might not be fast enough, but also don't want it to be too long that a second click not meant to be part of double-click is treated as one. Inventory management is an area where there can be a lot to do, so we want to make it as quick and painless as possible. At some point we may add back the Bulk Transfer (transfer everything visible in the selected Bag to the target Bag) controls as well. Now that the Filters have improved and become more focal, perhaps people will find them useful.
Good to hear that the new animations are working. Our oldest has been working on the Slimes, and my partner has spent a lot of time on the humanoid art. There are still details we want to improve, but the base is much better than before. Additional animations was the main reason we switched to doing our own art, so yes, you can expect more to be added in the future. We are starting with Idle, Walk, and Run, then moving on to per action animations. We will likely start with some generic ones so every character gets an animation, and then create specific ones for different actions, or action types. We also want to add in more races for you to encounter on your journey.
Thanks again for your continued feedback!