Hello! I just finished the game for the first time and got almost all the cards. Here are my impressions and suggestions. It is lenghty, but bear with it. I tried to be as concise as possible.
About grinding, the core system: it feels fluid, rewarding and fun to play. I personally HATE grinding, but this game got everything in place to make it feel less tedious and more dynamic (faster respawns, tons of enemies, elite enemies, multitude of attacks, etc). I'm pretty grateful for that. I do think there could be more variations to elite enemies, but so far, so good.
About mobility and guarding: by far one of the least polished aspects of the game. Using the shield, for example, is often a hindrance, since it can only guard in one direction and the fact that enemies spawn all over the place clashes directly with that. It only gets worse that the shield is essential to avoid some enemies attacks (Halloweed's burying attack) but most of the time I actually get hit because it makes me lose mobility. Also, attacking repeatedly makes one unable to change directions at times, exposing ourselves to danger. The game should harm us because we comit mistakes, not because combat is somewhat cranky. So I thought: maybe, instead of a shield, we could wield some sort of defensive trinket that creates a bubble all around us? It would solve the problem of getting attacked from behind all the time and although it might sound OP now, it would probably break fast because of spawning enemies. Give it some thought.
About spellcasting, melee skills and ep's: probably one of the most interesting parts of the game, spellcasting has but one big probem: cast speed. As in, it has no impact whatsoever in gameplay. Since spells cast so quickly from the get go, even when at gold level, having CSPD modifiers actually feels pointless. I can just summon this cute and fluffy lightning cloud that murders everything in its wake in less than 2 seconds (no, seriously, I LOVE THAT CLOUD ). So, I guess, there has to be changes to spell system so it feels unique (because we actually "cast" melee skills as well) and POWERFUL. Some spells (fireball, frost nova, earth pillar, etc) have no impact... They need to get a better start so it will make them seem relevant to us.
-Charge levels for spells is an interesting concept. For melee skills, not as much. The problem here is: why do we have to charge melee skills? I could understand that some spells have, rather than "weaker" effects, "different" on the varying charge levels (like summon plants). But melee ones are pretty straight forward. "Deal more damage, travel further, stun", etc. IMHO, this needs to be looked upon.
-Ep's regenerate fairly quickly so we shouldn't get ep's per level, right? Wrong. When new updates are released, we'll soon see ourselves surrounded by relentless enemies that could decimate a party in no time. So I think that having ample mana pools to allow for casting more and improved spells is essential. The talent that increases max ep alone won't suffice in later stages.
About quests, abilities and the world: all in all, most quests feel fun to complete, have somewhat decent prizes and funny scripts, but I think they could have slightly better rewards so as to make they more appealing.
-I know more permanent abilities like Phase Shift and Season Change will come in the future and they also they blend perfectly in the game's world, but I'd love to see some we could use in combat as well.
-Puzzles are neat, not too overly complicated or increadibly easy, they are in sync with the pacing set for each stage of the game (and the puzzle rooms in Mt Bloom, THOSE WERE CRAZY FUN and well thought! Could have a better reward than a cosmetic item, but meh).
-On another note, right now the world feels very constricted (yes, I'm aware it's a beta) and it needs more grinding fields, ones made just to grind to our hearts content get those extra cards and rare loot! I think that would make use of the games design very well, which, btw, is spot on.
About items, recipes and crafting: more recipes needed. The game has way too much materials and mostly no recipes... More variation is welcome as well, since we can't craft any wands or staves yet.
-By the point we got the materials needed to craft some of the equips, we already found better things to wield. I think it is worth taking a look through the starting recipes and the unlockables to adjust them to game progression and even some costs for early items. The crafting system in itself is very intuitive, even backed up by an enemy codex that allows us to look through loot drops and see what we lack and what we have. Bullseye. Also, I could be wrong, but I think that there are items not yet implemented in the game that are, however, required for some recipes... that made me search the whole map to no avail.
-Special effects should be properly listed. Sometimes they are effectively descripted and how they work, sometimes there are hints. It is inconsistent and in a game based on grinding and constant equipment changes, we have to know precisely what they do. The game telling me: SPECIAL EFFECT > SPECIAL EFFECT (when changing equips) doens't really helps.
About enemies and pets: not many complaints here. The main problem seems to be with some enemies animations sync with the actual damage window. Rabby damages the player whilst actually preparing the attack (when it moves back to bite you). I'll be honest, I don't remeber every single enemy that does that, but I'm pretty sure there are more. I've missed many perfect guards because of this. Aside from this matter, enemy A.I is very satisfying and animations smooth.
-This game would benefit extremely from having wandering boss monsters aside from the "main" bosses. The elite versions of most monsters don't really amount to a threat, even if clearly stronger. So I think that much like the MVPS in Ragnarok Online, having some ocasional boss monsters in fields would be very neat. They could also appear after defeating a X number of enemies. I know you guys built bosses around certain strategies and puzzles (much like Gun Dams phase pads and Winters ice spikes maze and blizzards) but sometimes the good ol' battle royale is very fun. Also, please make cards for boss monters.
-Pets, while certainly cute, stand out much more for their stats increase while in the party. However, even if having increased stats is a decent bonus, I think that those pets could use with a boost in XP gained from items. Currently, I've been fishing non stop to level my slime up, but it takes such a huge amount of fish to do so, and fishing isn't exactly fast to grind. Maybe speed the process up, request less XP by lv or increase xp gained by feeding. Also, certain pets could have passive abilities on top of the stat bonuses that every one of them gives?
That's all I can think of now. I'm sorry I wrote such a huge post, but after many years I've found a game worth playing so much again, which is nostalgic and yet refreshing and I'm extremely happy with what I've seen so far. Also, sorry for any spelling and grammar mistakes, I'm from Brazil. Keep up the good work, devs.