Hi Santos,
I don't mind the extra work if it helps me get it right so yes, I take feedback quite seriously. Thanks a lot for yours, there's quite a bit of it!
Piracy may be an issue. Another one that seems very important that you suggested is not knowing if the game gets any deeper. Obviously there is no way to prove that it does (also I'm not sure everyone has the same view of what a deep game is). The main issue I think is that I am new, and that means people don't know and trust my work. In that sense asking people to take a chance at a rather high price may have been too much to ask.
I addressed it both with a price change and a refund guarantee. I'll see how that goes. I considered $15 but being in the eurozone, transaction fees + bank fees + a low $ value makes it pretty difficult for a small niche game. I hope 20 is an acceptable compromise.
I'll have to issue partial refunds again
Not just now though. Too tedious for a sunday evening.
Also I rewote part of the site with more emphasis on the story, as well as the combat mechanics (I think a list of individual monsters makes more room for strategy than groups). And I added player friendliness
For the in-game suggestions, I've written them down for v1.02. I did start with an Attack button that went directly for the first monster (MM I&II) but gave up on it. I thought it enticed players to dwell on A. Maybe a rapid fight feature of some sort for the easy battles... Something to think about, I'm undecided for now.
The remaining mouse integration didn't seem all that necessary as it is for punctual exchanges with NPCs and such. I put it lower on the list of priorities...
Text delays can be a bit longer but I have to be careful not to make players wait forever for a list of 10 monsters to finish attacking. For the arena victory I'll do that for v102 because there is more text than in typical fights (and no loot sequence to slow it down).
Also a good call with assassinating.
For the 'C' in casting though when using the keyboard the first step (after'M') is to select the spell level (digit), except if the needed level is 1 (default). Without the C there is no way to tell if the player pressing 2 wants spell #2 of the current level or to switch to spell level 2. But once 'Cast' is selected there is no more room for doubt.
Of course using the mouse this problem doesn't exist.
Thanks again for taking the time, Santos, I greatly appreciate it.