Thanks for the great feedback!
We are working on art alongside coding. Currently we are working on the human art, and will then to expand to other humanoids. The current Goblin and Brownie art art from one of our other games. As the story progresses we will be adding more races to interact with. For now you will mainly see them in the Training Hall or Taverns. We are also planning to expand the towns to make them feel a bit more alive. Being able to hide the town's UI is to let you see more of the town. For now it doesn't show much more, as the towns were designed for the regular zoom level. As we update them we will be expanding them vertically to make it look like there is more. We also want to add an option for your party to move around town and go to the locations you pick from the menu, rather than staying in one place. The toggle for this feature would be in the list so you can quickly switch between modes if you want to more quickly do things, or relax and check out the town.
Our inventory has had several options for moving items around for a while, but we did not do a good job of explaining them all to the player. Drag and drop was actually one of the last ones added, and done due to requests in jam feedback . The original was selecting an item and then selecting the slot to swap with. This method remains, but only for keyboard/joypad. The right-click quick-transfer options, especially using the modifier keys with it, are how we generally do our inventory management. I'm also looking at adding back the bulk transfer buttons that will transfer everything visible in one panel to the other, along with adding a Split option for it. These are meant to be used with the filters, and the old filters were poorly implemented, so it seemed that no one used these. We removed them to regain space for other things. With the new filters being easier to work with, we will see how the bulk options feel. Inventory management is an area that we know still needs work.
Before Next Fest we plan to restore the ability to save and load the game. The default will be auto-saving. The old way auto-saved after each battle, though we may change it to be at key points, such as each town. This would not allow simply redoing a specific fight right away, but would allow making changes at the town before restarting the section you lost on. We are not planning for this to be a roguelike, it is just that we kept breaking the save system as we added new features and decided our time was better spent elsewhere for now.
We did want the selection of loot and planning for combat to be one of the strategic elements of the game. We have had other feedback saying that it takes too long and some people would prefer the loot be auto-distributed. There are many ways to distribute loot based on play style, which makes auto-distributing a bit more complex to implement. Instead, I just finished implementing an option that will allow the player to have access to the shared Party Bag when selecting items to use with abilities, bypassing the need to distribute items. This won't allow changing things at the start of combat, but would make it unneeded if you just leave most things in the Party Bag.
The interactive tutorial has not been updated for the combat changes. Most of the feedback we had on it was that it was overwhelming, which is why we created the Training Hall. For a while it was an option, but to much changed. We still have more combat changes coming up, so are leaving it disabled until the combat is more polished. We are thinking of also breaking it out so the player can select to do the whole thing, or just individual parts.
Marketing is not one of my strengths. We threw together some basic art to get through the initial process of getting a page up to be sure we did not miss any deadlines, but agree that all the art needs work. I've done some updating for our demo page, which is still in review. Once our current support tickets for reviews are done we will be updating the main listing's assets as well, though even the demo ones will still need work before the event starts.
Thanks again for helping us improve our game!