Just ran the extended playtest & the gamepad scheme cramped my hands a lot as I played through it. Wished the L2 was run as opposed to holding the interact button, would've made several jumps in the early game a lot easier to clear. Speaking of jumps, please add some sort of sound effect variety so the same high pitch jump noises don't feel annoying when trying to ledge grab from tall platforms.
The vibes are there, but deffo need ironing out. Besides knowing who's talking amongst the core protagonists with the small icon on the bottom right corner, it's harder to tell who's talking from two or more NPCs when the camera cuts away from them.
Navigation outside the vault was rough, while there were good early sign posts & dialogue that tell you general directions on where to go, I found that navigating the inner city to locations such as the Guild, the player's house or what door leads to what hall within the guild compounded my frustrations.
Stopped for the time being since my hand was getting cramped from trying to run around whilst moving the camera in a claw formation. I did find some bugs pertaining frame perfect door openings alongside dialogue happening which led me into a dark void as shown below.
Other bugs include:
- Trap walls springing after the enemies are defeated. (Thankfully they go away after a while, but I got trapped here after backing away from an enemy accidentally)

- Unable to talk to the head guildmaster before the cutscene with the professor

- Upside down question marks when prompted to activate certain gates when it's a mainly Spanish grammatical usage.


