Sorry to hear you've had these problems. 1, 2, 3 and 6 are worrying. I've had no problem saving the game, or with the portrait. Tactical repositioning is enabled in demo, and you should be able to move after performing an action. Due to the nature of PC gaming, with a lot of different hardware and software combinations, certain issues can arise on some computers. Has anyone else experienced these problems?
Dunno if it helps, but my specs are: i5-3450, 8GB RAM and a R9 280, Windows 10. I will try to reinstall the game later.
As to 4, I can speed up the line. I found the line continually drawing different paths on moving the mouse around distracting and it might cause performance issues on older hardware. It's something I could look at.
Look at how the movement is shown in
Divinity: the line that describes the pathing of the character appears instantly, following the movement of the mouse. I think that it's a much more pleasant/elegant way of doing it. You could use a more discreet line (in Divinity's case, it's dotted). But of course, do as you find what works best - it's nothing terrible as it is.
If an enemy has a status, it will show in the box. Blue is critical, btw. There's definitely a balance between how much info to provide and the size of UI element. It's something I may need to work on some more.
Oh, as I didn't get to face any enemy with any kind of status, I didn't realize it. Good to know. As for the %, you could use a "To Hit": XX% "Crit": XX% to make it clear, I guess. Or maybe some small icon, whatever you consider best.
4: It's possible, but there are couple of problems with offering specific attacks, like elbow. The system weighs up a lot of possibilities to match an attack animation with an evade/impact pair, including orthagonal/diagonal, the weapon type of defender, obstructions on tiles adjacent to defender. The idea of special attacks, opened up by perks, with special effects is a good one, though, and will look into it.
Ah, you're speaking about the specific animations during combat, right? You can think of attacks that can use the same animation, or a very similar one (with perhaps only a slight visual effects to differentiate a common attack). Example, a "corkscrew blow" to have the stun effect. It's just a punch, after all. Another one could be, maybe, a "Roundhouse kick" to the head, as an "attack on the tympanum" (which would leave the opponent dizzy, with chance to miss his next attack). I'm sure you can think of attacks ideas that can take advantage of the moves that you've already implemented, perhaps adding a few particle effects or brightness on the impact to show any visual difference that represents the fact that it's a special attack.
6: I could change animation speed for movement, but the melee combat system effectively requires manual tuning. I have done this once already to speed up the attacks and improve the pacing. It could potentially be looked at again.
Oh, it's nothing serious. It's just that the speed of melee attacks seemed slightly slow, as if instead of a "real" fight it was a choreography. Still, the movements themselves are very well executed and better than in many other games made by major producers, I quite liked it. It's not even remotely a serious problem, just a nitpick.