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game is really fun, and the system is easy enough to understand, it's still in early development so I did expect some balance issues and placeholder (which I guess the loot from monsters are one of them, cause I have no idea what they are for right now)

The level cap are a bit weird to me, the mission of the orc tribe are around level 20~30, which people would normally assume the level cap should also be 30, but it's in the second year(which has the cap of level 20), I guess it's for balance reason?

just refreshed the game, and I have noticed the spell limit is increased to 6, that do make the game easier, because I was originally gonna ask that the difficulty is a bit too high, especially because of the level gap between the player and the enemies.

Yup - actually the number of runes you can take into combat at once is the biggest bottleneck in your build and that is by design, you have to make hard choices about what not to take :)
(but you will get 7th slot later ;))

Thanks a lot for trying Spellforger out :) So yeah, player level is something I need to maybe communicate differently... it is simply not that important. Rune levels (masteries), attunement levels, later incantations and other things will give you much more power than player level. At the end of current content the level cap is 30, but you will be fighting stuff at 45+ easily. So I maybe need to either drop the concept of player levels at all or maybe describe it a bit better.

As for balance issues and placeholders - you're totally right :) (although actually loot is useful, you should be close to unlocking artifact enchanting, this is where you actually need it)