Thanks for the comments, keep 'em coming! And if you manage to finish the demo, please post your playing stats here.
I'll try to address a few things..
cowsmanaut, sleep will be implemented later. stairs & pits are still very much work in progress. About AI: the path finder is fully functional so the monsters should be able to follow you from a distance easily. However, I'm aware that sometimes the monsters get stuck on corners, this is not a problem with the AI but has something to do with collisions.
The layout is a bit problematic. We wanted to have the characters in a 2x2 formation, so that we could drag the portraits around to switch party marching order. If the portraits were next to each other they would allocate a large region of the screen, effectively blocking you view. Also, I like the idea that the player kind of sits in the center of the group, surrounded you the characters. But you're right in that the mouse has to be moved between portraits if you want to switch weapons etc.
Linflas, your control system sounds complicated. I have to think about it. Personally I don't like lock modes etc. because that way I feel I'm not directly in control of the party. Run mode (shift down) would be nice!
Gambit37,
> 1) The party are obviously carrying some light source as the rest of the
> dungeon is dark. I guess in the future this will be connected to a
> carryable torch, and if they put it down, it'll go dark (like in DM)??
Yes.
> 2) Not sure about screamers having their own light source.
Well I like the spooky feeling, and it kind of attaches the monsters to the surroundings.
>3) Will there be other 'decorative' lights, such as braziers or torches on
> the walls>
Most likely yes.
> 4) You can attack creatures through a closed gate. This is cool, but not
> sure if it's intentional.
Really? Have to fix that
> 5) The screamer AI seems pretty good, but if you lure one to a gate nd > close it, he carries on walking trying to get through. Looks weird.
Something funky there as well, going to my (long) todo list.