Well met, one and all, I just finished the game for the first time and wanted to leave my thoughts behind.

(V.3.1)
Wow, a review with some meat. Love reading posts like this. Cheers.
No setbacks. No (actual or possible) losses.
This only gets worse by the fact that the game doesn't really seem to care about your weapon choice (or stats?) at all. I started the story with one point in Mind and one in Might, so, naturally, I opted to not engage this monster in close quarters seeing how I lacked not just my (possible) full Might, but also Mobility for evasion. I chose the sling as my weapon... only for the MC to then not only proceed to wield a spear anyway, but also lead from the front.
This is the one (and only) sequence in the game right now where you can actually die... quite brutally.
When I first published Chapter 2, I had one player in the Discord tell me that it took multiple playthroughs before he actually survived the arena. However, choosing the sling and then ending up with the spear/polearm shouldn't happen... Maybe you found a bug? I'm curious now; first I've heard of this happening.
The choices in the arena are linked to your stats and weapon selection, which synergize with your strategy/approach.
Overall
And finally, here are some minor points of varying importance.
-) Would be nice if we were actually given a full physical description of the protagonist at or near the start of the story. Preferably post stat increases as well. As is, you may be taken by surprise when, suddenly, 50.000 words into it, the MC is described as having blue eyes, or as being a completely jacked hunk, when that is clearly not how you had him in your mind's eye until then. The only constant across all paths seems to be that he is really handsome. Hell, maybe in the future we could even have a very limited character creation at the start. Would be nice.
-) On that note, it should be made clear that Might (and maybe other stats in the future) has a very real impact on your characters's body, instead of it just being seen as power level go up.
-) The player should be allowed a glance behind the curtain when it comes to stats as a whole. Meaning, we should (at the very least) know when one of our stats helps us out, leads us to a better outcome, opens a door that otherwise wouldn't even have been there, makes people react and/or perceive us differently, and so on... Preferably also with the level requirement of the stat in question. For example, Mind 5: You notice a door that you swear wasn't there before... And to go even further, you might even have Mind 10, but now you also know that only Mind 5 was needed to "unlock" this particular secret door. One of the rare cases where giving the player information is better than leaving them in the dark, guessing and frustrated.
Good points. A lot of your complaints/speculation are the result of not being aware of how your Stats/choices are interfacing with (affecting) the gameworld and impacting your results. That's not your fault. I've been trying to think of a subtle/informative way to do this, but I've been putting it off for too long now.
Yeah, maxing out your Might or Mobility are currently very viable ways to experience the game.
1 Might and 1 Mobility is my personal favorite way to start.
Of course this balancing will change as the game progresses...
Often he already is the wisest, the most capable, the smartest in the room with nothing to prove and everything to show. Like he is already perfect/the best version of himself that he could be, save for his power level. Which can and does make it seem like he'll always be as mature and capable in any given scenario as the plot demands so as to not alienate any pathetic potential self-insert readers.
I like to write a dominant MC. If you win/succeed, your MC will lean that way.
If you lose/fail, your MC will come across as more inexperienced/downtrodden in that instance.
I wasn't lying when I said that I'm very inspired by Conan.
-) Gating already written sexy scenes/encounters behind a patron paywall after reading through all those text walls doesn't make me want to support, it just makes me annoyed. Especially so early in development. This is an adult game, meaning these gated scenes are the most important part to show off. The part that makes us play in the first place. The part that makes us decide if we want to support in the first place. Especially especially in such a text-heavy game. If an incentive to get supporters is needed, beyond just the ability to vote and decide on future scenes and content, then just have the patreon version always be one update further along than the public one. But that's just my humble opinion.
If you didn't want to support after the goblin thief scene, or the succubus scenes, or the Khalika (orc warrior) scenes, or the Leoris (high elf) scenes... then I don't think the slapping those goblin maid cheeks will finally give you the post-nut clarity to check out my Patreon.
No, I made the decision to hardgate that content and have people subscribe if they want to experience it... at least for now. I'm sure that version will get leaked eventually, and that will serve as the equivalent of a delayed patreon release! But Orphan is about to hit 250k words total... The average novel is under 90k words... So I don't feel bad for gating a few scenes that deep into the story and encouraging people to chip in with six dollars if they love the game.
I've put a lot of effort into the story, the UI and interface, the images... less than 5% of that effort is currently gated behind the patreon edition. But you're free to have your opinion, and I hope that you can come to respect mine. I want everyone to be able to experience the UNCUT edition, like the game is meant to be. I also need to sustain myself and make a living. I would really love to be able to do this full-time and pump out 30k+ words on a biweekly basis. Orphan will hit 1 million very quickly if we can get to that point. My patrons are currently the ones helping me potentially reach that goal.
-) Some kind of note or acknowledgement that the Mage-Path is currently not able to be initiated would also be much appreciated. I just kept on reading and waiting for the opportunity until that training time-skip in Highrock, and many others probably did too.
Soon, my man. The Academy/Ascender
is the Mage route.
It's just a slowburn, after all.
-) The second meeting with the goblin thief was just... strange. Why, exactly, did I have to remind the game of how our last meeting played out? Flags are used for that. Usually. Also felt very disappointed in the fact that the scene was written as ambiguous as possible. Maybe I did rape have sex with her when we first met... or maybe I didn't. Who knows! ...Why wasn't that question included with the others then? I won't lie, I hate this. And I really hope this isn't going to be a trendsetter for this game's future.
I didn't record enough variables and wanted players to be able to continue their old saves.
However, I DID have variables for if you fucked her... And those variables impact the way that you interact with her.
May I find this project thriving and well upon my return, instead of abandoned and forgotten. Best of luck to the dev.
Thanks my friend, I'll see you around.