I have a couple of suggestions:
- Looting items seems a little tedious, I think there needs to be a screen that shows all the items on one side, and the player inventories on the other, so you can drag and drop items in the surrounding area quickly and at a glance. It's a little bit much to hover over every pile, not to mention that the loot mouseover can be annoying when you're trying to move around.
- Inventory management in general could be streamlined a little bit. Maybe give everyone a belt pouch to hold some consumables (wands, potions) and perhaps an alternate weapon and then have a shared generic "all loot" inventory area, that you can equip all characters from (these items are not accessible during combat). I would also suggest a separate inventory area of unlimited size (that is managed by the game only, not the player) that holds quest items, such as notes, keys, etc. I found myself playing the game holding onto letters, taking up valuable inventory space, because I wasn't sure if they were important or not later in the game. I think my biggest frustration with playing the game involves managing the items and inventories; it seems like there's an awful lot of clicking (and dragging) to get an item from the floor to a specific character's equip spot, especially when you start to get full on items.
- I don't think that crafting should be allowed in the game, or it needs to be reduced to perhaps potions/scrolls. The cost of crafting in the early game makes a lot of the game trivially easy (wands of fireball) and it tends to invalidate the loot in the late game, since you can craft *most* of the best loot in the game, especially when it comes to weapons/armor. This makes finding loot later in the game rather boring since you've already crafted items that are much better than what you usually find. There are of course items that you can't craft, but for the most part, you can give everyone belts of strength, boots of striding, etc. without having to "pay the iron price", so to speak.
- The AI is good, especially from the context of intelligent enemies. Howver, I think the AI needs different classes which depends on the consciousness/intelligence of the enemy. It seems a little strange that mindless golems, skeletons, or even low intelligence animals such as bears might know who your mage is, and attack them at all costs. I think that low INT or mindless monsters would be more realistic (from a fantasy perspective) if they simply attacked the enemy closest to them. The way it is now seems kind of jarring and even cheap at times.
- I think multi-classing per the 3.5 SRD would be cool (e.g., one level of Druid, one level of Wizard).
- A customizable hotbar would be nice (ala NWN).
- Allow holding down the shift key while targeting spells with multiple targets (e.g., magic missile) will mark the same enemy for all targets (if applicable).
Once again, I think the game is awesome. I love D&D games like this (TOEE comes to mind), and I'm glad someone is spending time making them.
Thanks!