I finished the game twice so far, overall I like it. There are many non-obvious ways to solve problems and truly branching paths. Some critique:
Thanks for checking it out and the constructive, structured feedback. We really appreciate comments like this!
Disclaimer: the customer is always right, the critique is valid and should be considered. However, some things are "design decisions" - for better or worse.
I'll quickly add comments to the points you raised to add more context:
1. There should be a quicker trading interface with companions.
If you right-click on your companion, there should be an option EXCHANGE in the dropdown. That ought to open the exchange interface right away.
2. I oftentimes try to click on some object with my robot in front. The game seems to think that I want to talk to the robot, even though the object is highlighted.
Interactions have been tricky for this game. This is, of course, an issue/bug I haven't resolved, unfortunately.
3. There are many instances where you get stuck in a fight waiting for your turn. Have to relaunch the game to fix it.
Serious problem! Can you recall specific/common circumstances when this was occurring, perhaps a location?
4. I'm not a fan of the random loot. In some playthroughs I can't find a single atomic battery and in others they lie around everywhere. That's pretty annoying.
"Design decision". The random loot drops are optional. If you may need an item for a specific quest, it should be manually placed somewhere logical. Also, certain usable items just have guaranteed spawn places (e.g. Nomen's, Nominal tablets and yes, Atomic battery) in addition to random spots.
5. Sci-tech/Speech/Tinker build feels pretty superior to everything else. I usually am able to solve quests in multiple ways. I never got that "scroungy" feeling like in Age of Decadence, where I was desperate to find any way to advance in any quest.
I agree. It was not my intention but eventually engineer's build has become the "stealth archer" of sorts.
6. There is just so much fucking loot, it's a bit of a chore to look through it all and remember what everything does. I feel like the game would be better with less loot that maybe has stronger effects. Also, the effect of items should be shown in loot interfaces.
"Design decision" - I don't like how the player is supposed to and expected to pick up everything they see. I wanted to experiment with a game where you don't have to pick up anything at all, except the main quest item yet shit lies around like in a junkyard. And you can pick up a lot of junk which can have its uses but it is optional.
Some players complain about this, so I am not sure if the experiment has been successful (is the concept wrong or did I not communicate it well?) All in all, this stands.
7. For skillchecks, you should be able to see the difficulty before doing them.
"Design decision". Originally it was so but based on playtesting and the responses from Codex (in this thread), I opted to hide it. There are even cases when you have, for example , three speech checks and every one of them has different difficulty, so you have to read through and decide which phrase would be the easiest to pull off. I mean, to bullshit with a straight face you need a high speech but if you offer a plausible explanation, difficulty can be lower.
8. For some quests the log seems incomplete.
An issue, 100%.
9. There are some weird interactions with NPCs where they don't react appropriately to what has happened. For example, the boss in the second area after I get him fired.
Bug.
10. Managing your inventory space can get pretty tedious because capacity is so low. Also, there should be sorting options.
Low capacity is intentional (see 6) - a "design decision". Also, just like HP, carry capacity grows exponentially with your PHYSICAL, so, if you have 4 or 5, I think it would be plenty.
Sorting options - yes, QoL requested by some already.
11. Enemy AI is inconsistent. Sometimes they can tell that I killed their mates 100 meters away, sometimes they are not bothered by me kicking their comrade off the ship or murdering their captain.
A bug. It probably has something to do with internal factions.
12. I felt somewhat "rushed" by timed consumables. Maybe this could be done better on a "by use" basis. Maybe alcohol helps you in the next x speech checks or something like that.
Won't change the core mechanic, but, perhaps, the duration could be longer.