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Jay! Less broken tools for us, scene editors :D
But if blocks fall back into voxel grid (not as items that you can pick up), resources became blocks again - and have to be mined by hand. Not to mention that explosion in narrow tunnel wouldn't create large chamber full of items ready to be picked up - just make celling fall on the floor and bloc the tunnel.
Have you thought about making those pieces land on the ground, creating nice piles of debris around the crater?
There is spell that can summon light, but you get information about it after second gate. Personally I hate games where you can just see in the deep dungeons without any torch or spell.
My two cents:
1. The text displaying time is painfully slow. We need option for it to appear instantly
2. The scull obscure the most important part of the screen - camera need to be moved somewhere (preferably above the skull, eventually to the side)
Links to download from the summary pages are swaped - first lead to MacOS, while it's marked as win.
IMO the highest levels should be available only through doing the job. No matter how well you're trained - you'll never reach the mastery level of those who practice in real.
Probably the most important feature for me :D
One thing is strange to me - why way thicker shoulder pad is on the right shoulder? the left one will take much more lead?
IMO playing with asymmetry could increase his badassness (jay! new word created) - shoulder, elbow, knee pads, forearms, ect.
Wow. Just a (part of) my dreamed game. And it looks like we had really similar ideas (i.e. construction beams, torque connections, cables, pipes)
There are a lot of differences, but maybe my thoughts will help you somehow.