
[*]It was not very obvious that I was being poisoned by the mushrooms in the sewer. Took me a few deaths to realize it was the mushrooms and not the leeches killing me in one hit. Maybe add a ui effect for poisoning or a more low-key sign in front of the sewer entrance that says BEWARE POISON MUSHROOMS or something?
[*]perhaps an option to make important interact-able objects shimmer? The cabinet with the plague doctor mask in it was unnecessarily hard to find imo, same thing with the door that ended up being in a dark corner of the castle. Paying someone to point to the objective feels a little lazy...
[*]There's a whooooooooole lot of going back to the prison to pick up a thing missions and I got tired of it pretty quickly. More puzzles and less fetch quests would be up my alley. Maybe instead of "go get this thing back there" the character could offer a clue to access a secret/new room to find quest objects? I feel like this would make the castle seem much more expansive and would allow for easily adding things to the map (look at this new hallway through this seeecret doooor woooOooOOoo).
[*]perhaps expand on the pick pocketing angle? Maybe some guards could be carrying florins, potions, quest items or food instead of just a handkerchief.
[*]Expand on the idea that you can knock out guards. I understand this definitely isn't a battle oriented game but I feel like a well angled bottle or rock to the head should at least buy you a few seconds.
[*]More feedback with effects in general. It's very hard to notice when I'm taking damage. Perhaps making the health bar a little bigger? or adding a painful squeek sound effect (

[*]night should definitely effect the visual range of the guards. It feels a little odd that they can see me in the pitch darkness across the yard >.>
[*]more effects with costumes! Perhaps giving a boost to stealth with the thief's outfit or a dodging mechanic with the pirate costume that allows you to pary attacks with a stick (like a pirate's scabbard....yar)
[*]make the difference between hearing and visual meters more distinct or perhaps get rid of the two separate meters and turn it into a single, more traditional "awareness meter" that goes up when the player is too loud (not sneaking) or in their visual cone. Stopping to wait for the hearing meter to go down feels clunky. Eventually i just gave up on stealth all together and ran past everybody to get to the next hiding spot.
[*]perhaps moving traps to make them work for you instead of against you? For example moving a bear trap to catch a guard's tail instead of yours!
[*]Edge sneaking like in Sly Cooper and more climbing feels like it would make sense since I often see mice scuttering about in trees.
That's all i got so far! I hope these are of some use to y'all. Great job on what you have so far by the way!
