I'm appending my review. Still not sure it's a $10 game, but it's getting closer. $7 and under it is worth buying if you like your oldschool fantasy tacticals. It'll easily amuse you, and amuse you in relatively small chunks if needed. It also has minimal overhead to get you going in the game. So, here's my updated review:
At long last, I've taken some time to play some more, from the top. I'm really happy that you adtressed some of my primary concerns. Namely, while there are a number of battles, they're shorter and to the point. You kill the enemies fast, and if you're careless, they kill you fast. The cost for failure is rolling back a turn and a permanent increment on your death count (or more than a turn if you were REALLY careless).
The item management is more sensible with default filtering, and I appreciated the shop-by-character mode in the shops that also showed your old weapon. I'm not sure if the chest loot is random, but it seemed a bit less annoying this time, as I didn't just get a ton of daggers like the first time.
I'm still not crazy about the art style, but it is a style. I'd like to see more change in expression in the stills to highlight tone and communciate a bit more naturally. Not overused, but as a way to underline in a few more places... I also see that you've already taken a crack at this in your July release, so I should take a look to see what's new, as this may already be adressed.
The story pacing is not unreasonable, though there are a number of tropes. I'm curious enough to play through and see where it goes a bit further.
The side-quests were mostly clear, but I had to look to make sure I wasn't missing them. I'm not sure there's a ready solution for this, and maybe one would have to be deliberately careless to avoid this... I don't know how enemies scale, but if you weren't leveling early by compelting everything, I'd be worried how quickly you'd get flattened.
Is there a speed movement for when you scroll out and are running across a basically already explored map?
I think the skill-tree might need some balancing. I'm not sure energy-cost to advantage is good. If in later towns you allow re-spec with a chunk of gold, that might not be a bad way to adress this, but variety for balance is something I'd consider. I might also suggest secondary attributes affecting abillities to spread usage, so range or aoe on heal by another stat, amount of damage on spells by another stat. Force the player to min-max less, or at least give options.
For buildings that you can enter, double clicking on them should make you walk up to the entrance and also go in. If you can't go inside and talk to somebody, it should do nothing. Right now, I think you need to be at the entrance, then double-click to go in, and I think this makes it easy to overlook talking to people.
I also have my notes that I took during my second playthrough for minor "bugs" and other thoughts:
*When leveling my thief, in the talents section, when I would cancel a skillup, it would not let me scroll back to the top of the list, always missing Aimed Shot. I would just go back and then into talents and it would work again, but I could repeat it by selecting a talent to train and then cancelling once more.
*Just before Kern's Stair in the "dark tunnel" with the spiders, some of the squares don't seem to illuminate properly unelss you step on them, and even then there are some walls that are still black squares.
*On rare occasions I have not noticed that I'm walking alone instead of in a glom and a battle will start. I find most of my time quite far away. This just sucks up time.
*The sums for the accuracy and defence should be given on the Accuracy and Defense section of the stats. All I want is a quick glance and I have to do the math now.
*In the nordhil troll quest, it didn't seem like the troll was regenerating
*"Stealth gives a chance of Surprise, even when I am leading the group." implies a penalty to surprise when the rogue is leading, or at least suggests that the rogue's surprise bonus is applied just as well when not leading... clarifying this would help
This game is not good. It's slow, meandering and frustrating. It's not "old-school hardcore", it's just unbalanced and kind of bad. the art is weak, the music is monotanous and the gameplay has nothing new.
Every few steps there will be a new battle. Every once in a while, you can skill up your characters with the levels you've gained since the last campfire. You gradually pick up items that uniformly upgrade your four canned characters in a systematic and even way, but most of it is still junk. Screenshots indicate "towns" and you get gold, so I assume eventually you can sell things. However, there is no inventory management till then, so you constantly have an unwieldy pile of crap to scroll through. Note that it doesn't even filter out items that can't be used by the current character, so it's just a pain.
A lot of pain seems to have gone into making this a device for a tablet or touch screen. That may make it one of the most suitable RPGs for a tablet, since other ones may be all but unplayable, but it does not make it actually a good or useable game.
I can't believe I paid $10-11 for this.