Please don't play dumb lol. Of course you, as a human, don't have an auto-pathing algorithm, but the point of an auto-pathing algorithm being in the game is to, on some level, simulate that spatial awareness you use to get around as a human, so that, when navigating the game world, a player doesn't need to micromanage every single movement. And for the most part, it already works like that: if I'm standing on one side of a house, and click on the other side, Vruk will walk around the house, instead of, say, just running his face into the wall. If I'm on one side of the river and click on the other side, he'll take a detour and cross the bridge instead of just walking up to the riverside and stopping there. The fact that the auto-pathing in this game treats fires as crossable terrain instead of an obstacle, and opts to have you walk straight through them (to your death), is either an intentional decision—or an oversight—on the part of the dev, and the result is that people randomly have to reload their games until they make it a habit of navigating fires more carefully—which I don't think is the kind of gameplay element you're looking for when you set out to make an adult RPG; it's just distracting from the rest of the game. I don't die to these traps either (I've learned my lesson), but that doesn't mean that they're a good inclusion.Your first anailogy is not right because IRL I don’t have “autopathing” so I don’t go round bumping into stuff by only taking the shortest path, I have a brain and spacial awareness(I still kick my toes into stuff )however Vruk does not so he WILL walk straight into whatever is in his path that you or the autopath tell him to. And in-game I don’t die to those traps anymore by accident, if I want to die by those I do it by choosing to.
The grind in this game is nowhere near as bad as some other RPGM games I've played, but there are a couple of things here. First, I disagree with the premise: just because the game is an RPG, and other RPGs usually have a grind for resources, doesn't mean that it's necessary to include the same in your game. In my opinion, a game should feature grinding if a) you decide that you want to include a gameplay loop of that nature in your game, and b) you have a clear vision for how to implement and balance that gameplay loop. Second, beyond just whether or not you have grinding in your game, I think it's important to look at how that grinding manifests itself. In the Rise of Vruk, to farm gold, you repeatedly fight bats and sell their wings, and later you fight dick dragons and sell their wings and cum. (You can also help Vicki on the farm, but that comes with the additional tedium of requiring a lot of walking and waiting.) There isn't much variety here (though, granted, the game is still in a relatively early stage) for the, what, couple thousand g.p.? you need to amass. It's just busy work. (The RPGM combat system doesn't help, but I recognize that that's my personal taste in the matter.)As for grinding money, it’s not much of a thing in the current build and every rpg has some grind either for gold or other resources, it’s just how most games are that have any kind of economy.
At any rate, these two things are mild issues lol. Honestly, my main request would be a gallery mode to replay scenes as they happened in the story.