The final parts of the current game could have been a little more detailed.
I know the real events started after that but it still looks bad.
I would like to see what he did during his days in the woods.
While sleeping, eating, hunting, repairing the house...(In short, daily chores.)
Because he's not just some spoiled lazy brat living in the castle anymore, he sounds like a completely new person now.
Favorite love interests in the game seem to be twins. Because it gives the possibility of a half harem.
I hope we can have a nice romance with the twins.
The first draft of the screenplay actually included some tasks, i.e. setting up traps, and hunting a deer, even skinning and preparing that coat (that you'll actually see in ep2).
But after playtesting it, the were cut, and moved into a montage, those scenes were too slow and boring, and did not add that much to the overall experience, and badly hindered the pacing, as the prologue (Act 1) should be short and focused on two main things - understand how life was prior to the story, and understand what the main plot is, then move as quickly as we can to start the story itself, in which we'll have time to get to know the characters, and grow with them.
Good pacing for the prologue (Act 1) should be 6 hero goals, i.e. 6 major tasks for the hero,
In our case:
1. Wake up Gwen
2. Get to the tournament
3. Win the tournament,
4. Survive the raid,
5. Find shelter
6. Vision - realize Gwen is alive and you need to rescue her.
While the 4th is the insisting incident (ignition of the story) - in our case the castle raid.
and the 6th is the 1st turning event where we discover something new to start the actual story - in our case the vision of Gwen.
That's why the chores were cut, they seemed fun on paper, but in the grand scale of things, I felt it would be better to just leave it to the imagination of the player, rather then actually do it, and lose the good pacing, and slow down the moving into act 2.