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1. Paladin class choice is misspelled in the tavern class select menu.
2. Level 1: Stairs back to Tavern should probably warn that ‘Giving up’ is the same as game over, since some players might think giving up will let them return to the merchant upstairs after earning some more gold.
3. Level 2: ‘soiled’ spots are passable, when they’re on walls this allows walking up or through them. I know someone previously mentioned cracks doing the same, so need to always be on the lookout for stuff like this.
Main example was in Level 2, the southwest corner but most notable in the southeast corner where the green moldy splotch on the wall allowed me to climb up on top of the maze where I could search certain pots as well as reach the switch in the far corner without getting attacked by the guardians. Not that I needed the switch to open the gate, since I could also walk all the way around and up to the exit where I could click it and proceed to the next level. Of course, going back up to level 2 left me trapped since the gate was closed or I couldn’t reach the planks to cross the water, but I’m not sure there’s really any reason to go back.
3. Skill: Mage: Paralysis: Claims to paralyze all enemies but only targets one.
4. Skill: Cleric: Cure: ‘paralysis’ is misspelled.
5. Level 6: The nasty wisps guarding the hammer: ‘Wisps’ is misspelled.
6. Class change: Allowing the No Class selection for primary causes either instant death or loss of all mana. The fact that it’s the very first option makes it highly likely that it gets auto-clicked when making class choices. Maybe there's a reason for No Class Primary, but I didn't figure it out. I didn’t even know about class or sub-class choices until Level 7 of the dungeon. Obviously a work in progress and I was able to figure out the gist of how they interacted together with a little testing and reloading.
7. Pet peeve: 'rogue-like' is misspelled in the demo description. This game wasn't nearly red enough to fulfill my rouge requirements.