a) Each scene is sometimes laggy asf!
b) The loops pause at random moments and the transition from one area to the next needs a revise (your character sometimes feels like it jumped clear across the map by simply entering the zone).
c) Hit ratings are dogwater garbage still, it feels like for every 12 strikes the PC only successfully lands 4 or 5 on average no matter what level he's at and with so many heavily "grindy" moments already in the game, that can only piss people off over time. Another option that could work here might be nerfing the everluving hell out of non-essential enemies (standard trash mobs) to make grinding less insufferable; if you can't hit the broadside of a barn on a sunny summer day, the least you should get are MORE than enough "practice shots" in so that you get better at it. xD
d) Although the concept IS impressive on its own, and definitely needs to be in the game, having such HUGELY consequential "timed quests" so early in just feels redundant. The quests I am referring to are MOSTLY the timed quest objectives that unlock with such little effort to raise affection. Maybe change it so that the character's level increase unlocks it instead, or maybe even raise the affection level minimum before the event triggers? You could even change the dice roll to make it a bit more randomized, I'm sure. I dunno, feels like there's some "tutorial boss" PTSD (xD I'm sure some of you know EXACTLY what I'm referring to here) when I think about how this screws everything when I'm already busting my character's balls to get back into his house.
All in all, the game has some SERIOUS potential, but dear CHRIST does it need some improvement still. Some of the changes I mentioned aren't even that difficult to do anything with, just takes a team with a basic understanding of intermediate algebra and the time to code it all together (which I presume the devs have both already, since they've released this much content into the game by now).
a) Agreed, though it's mostly due to animations being a quick succession of images rather than actual animations
b) Not sure what you mean... I'm assuming you mean that between some maps, it feels like you walked a fair distance between the 2? I'd say it's better this way, gives a feeling that the world is bigger than what you see (and gives the ability to add new maps in-between if the need ever arises)
c) That's early game shenanigans, for the most part. You do end up hitting much more often as you level up (who knew skill and practice could help with that, eh?). That said, there is a rework/rebalance patch planned at some point in the future. The priority currently is on adding more content though
d) That feeling of being overwhelmed is core to the early game. MC
is overwhelmed after all! Has to turn his whole behaviour around after losing his one and only family, losing his home and learning the hard way that nobody cares (except Mira) whether he lives or croaks during the night if he can'tdo anything useful during these trying times of war. So he has to change, and
fast!
So yeah, rest assured that improvements will come in due time for early game... but they won't address everything you said. Challenge is an essential part of this game's experience. And no, the dev is currently working alone... though he is trying to find a second working pair of hands to help him.