First thing I noticed were the broken stats in pregen characters. The Rogue, for instance, has 21 dex, which is actually impossible. Please use either standard array or point buy for them, thus fixing their broken stat spread.
Instead of just 27 point buy and free edit buy options, please add a change to max buy option to include a change to min/max stat option. Essentially, a 5e point buy calculator. I use one myself for character creation because rolled stats is just praying to RNGesus and is not at all roleplay. I want to roleplay my character entirely and feel chosen stats make more sense. 27 points and standard array are so far behind rolled dice, providing sometimes twice as many points worth of power, that I just up my max buy to 32 points, lower my min stat allowed to 6 and my max stat up to 18. That's a proper roleplay and would ask for that to be included.
Large lack of character creation options will likely be fixed at a later date, but just in case: eye colors don't match with the colors shown. Beard options are non-existent (where's the full stubble, mustache, etc?). The 3rd female voice is just the young/humorous/halfling male voice. Many other things, but these things were the most obvious.
Custom Background is literally the rule of 5e DND in the PHB. It gives examples to use, but otherwise explains how to allow choice here, for roleplay's sake. There is no reason backgrounds should be locked into proficiencies that are doubled or useless. When I pick a fighter, I want to make that person a martial sounding background, but the only options give unique profs which a fighter starts with. This is constantly an issue for all classes/races. Please allow proficiency swap if a character already has them from class/race choice (read the PHB for how to balance this).
Equipment loadout is on the class page, but that should be last, after proficiency and ability score is chosen. This is because you gain proficiency you otherwise don't have, and would then start with some different options (such as a cleric choosing Warhammer, but not obtaining that proficiency until later, or a fighter wanting medium armor to start). It is also the case because some armors have strength requirments to be equipped. Should also be given the option to take gold over equipment loadout, but I can see how that might impact starting story (naked in a bar telling stories).
Human race is a big problem in this game. This is mainly because of what they provide and the fact that this is a video game which gives infinite rolling of stats and a free edit in point buy. Anyone can decide what they want the numbers to be, which is supposed to be the strength of the human race, providing more numbers. They don't. So ignoring stats, what do humans get? 6 move and common plus an additional language. So basically nothing. Let's change the human race to be open and useful. They should be 2 stat points of your choice, 1 feat of your choice, 2 proficiencies of your choice, and start with common, old tirmarian, and one language of your choice. This would be thematic to the game and give an actual reason to play as human. Perhaps also consider changing their name from Human to Tirmarian.
Starting a new adventure should not be using the same folder of saves as a prior adventure. Please create multiple adventure save folders.
Play/Pause keybind causes two additional things it shouldn't, skipping dialogue and ending turns in combat. Please split those away from Play/Pause and give them their own keybinds.
Please add keybinds - Loot All; Cautious (stealth mode); Center Screen on PC (currently you have to hit party button twice, which is a very weird interaction).
Dialogue choices can only be interacted with by clicking. Using numbers has been the standard for many years now in RPGs. I default to moving my hand to press 1-4 to choose dialogue, not the mouse. Please give us the ability to do this.
The town maps have no mouse drag interaction but the world map does. I'm always trying to move the map with mouse drag. Please allow this option for all maps.
World map travel is missing a lot of options, like stopping and turning around, or stopping to hunt, changing map travel options, or creating a camp on the fly to interact with characters inventories and such.
The Use Item option in game gives you a single quick slot. Rather than having a single item, give us a menu which points to your inventory, like the Cast Spell menu. Also, unsure why you have Spell Component bag default into that space, as it does actually nothing? Same for Arcane Focus. Just create a slot where mages equip their Focus/Bag, removing it from inventory space and giving the impression that it matters at all (in this game, action economy does not take into account your freehand requirement, making equipping these things useless).
Wealth seems to be heavily skewed towards Gold. I would suggest finding a better balance of how much Copper, Silver, and Gold a level 1-4 party is actually able to see. This should also change loot drops to be more meaningfully balanced, especially if incorporating the below mentioned combat loot checks.
Encumbrance is a good thing to have in a game, especially if you're planning on having the Scavengers cleaning up what you don't grab. Given this, it makes sense to use the variant encumbrance rule (5x str and 10x str). However, the current line on what is light and heavy is just too restricting for a video game with fairly heavy loot (considering how real D&D has hardly any). If you choose to play a party without a heavy str based character and without Goodberries, much of your tiny weight allotment is taken up by worn equipment and rations. These lines should be pushed more. Yes, you have it set to 6x and 12x instead of 5x and 10x, but let's remember, you have definitive dropped loot with very heavy things to carry, and it's a video game. I would suggest adding an option in game to turn off the Variant rule causing light and heavy encumbrance.
Certain spells seem to have no reason to be used. I read the few you addressed, but also Detect Evil and Good and Detect Magic seem completely useless. Perhaps the Detect Evil and Good spell will find some form of use later on, but the Detect Magic spell I don't see being useful. You already always know if something is magical, because you have the items state "it seems to be magical" or something similar, or it's considered "unidentified." In a real D&D game, you have Perception/Investigation checks to look around for loot after a battle. If you ever feel like you're limited in time, you would Detect Magic to find the shiniest of the items, plus many other things like finding a magic item behind a wall. In this game, you just don't need it. Hitting Alt shows everything and loot is never found based on Investigation checks. It just sits on the ground, always visible and generally persistent through all plays. I would suggest having combat end with no loot bag drops and giving the player a chance to do an Investigation check to discover what they find, changing combat drops based on what they roll. This would also fix two issues: loot bags acting as a light source (despite having no light source inside them); running around map clicking on barely visible brown bags in the brown dirt. Also try to find more reasons for these spells to exist.
Kit proficiency is really weird right now. Maybe this is a bug, but I have no idea how the bonuses work with the kits. Example: my Rogue has Poisoner's Kit prof. I go to the crafting window and it says Crafting Bonus +5. I mouse over it and it shows a check mark in Poisoner's Kit, and X in Medicine, and a check in Nature. None of those things would normally give me +5 (Nature is at +4 on my sheet). My Cleric has Herbalism Kit prof. He shows Crafting Bonus +2, with Herbalism Kit check, Medicine check, and Arcana X. His sheet gives a +0 in Arcana and a +5 in Medicine. Finally, my Wizard is Scroll Kit prof. Crafting Bonus +6, with Scroll Kit and Arcana both checked. Arcana on sheet is +6. Interestingly, even without prof in the other kits, she can use them with even higher bonuses than my other classes. What's also weird to me is that the Herbalism kit seems to want int checks to see if you can create the objects, however, if trying to create a Potion of Healing, it requires you know the Cure Wounds spell... that's a Cleric thing. Cleric's use wisdom, not intelligence. This system needs cleanup and the ability to choose what ability/stat is used.
Darkvision... ah the main, divisive topic. The thing that I will see argued in discord, on streams, and in forum. That alone should tell you a new concept needs to be conceived. I understand that your decision is based on lighting and race issues, but this is not the way. First, human and island halflings are the only current race without darkvision. Humans, as I've already stated, are entirely useless, with or without darkvision. Island halflings are good, but generally get beaten by half-elf in usefulness. If you think you're closing the gap between races, you're wrong. You're actually just moving all races over at the same time. The gap is the same. Regardless of party member race, you are now always required to use the Light and Dancing Lights cantrips. These are just mandatory. There is no tactical combat to it, it's just mandated. You may be thinking, well, use a torch, we have a light slot. No one will want to drop their AC by 2 points (swapping out shield) or be forced to use a one-handed weapon instead of a two-handed just because a darkvision person cannot see perfectly within 5 feet of themselves. If I can shake the hand of a person directly in front of me, I should absolutely be able to swing a weapon at them without disadvantage. To make matters worse, it's the player who has to make this choice, not the enemy. Let's even ignore the fact that some enemies have "superior darkvision" (which is just actual 5e darkvision), but when we bring the light ourselves, we give the enemy a beacon to attack. Their ranged attackers just thank us. They don't waste action economy or real life time constantly checking if the Light cantrip is up, swapping around their builds, or dropping a torch on the ground (over, and over, and over...). It's us who are forced to do that. D&D is already a game of 50-60% chances. Forcing disadvantage on players and even enemies during situations like this (or forcing no shields, no two-handed weapon, 100% uptime on the Light cantrip, repeated torch drops, encumbrance issues for carrying said torches) only serves to artificially elongate combat and frustration. My absolute honest opinion: leave darkvision as normal 5e, remove it entirely, or give a 5 foot radius for no disadvantage with darkvision (forcing the above for when ranged users need to see). The last option is a very solid compromise.
Boss fights feel railroaded. Examples: Killing all the skeletons instantly spawn your party at a specified point on map to discuss with skeleton commander; killing everything in the secret underground area (found by all 3 entrances... weird choice there), then opening the cages and killing the newly freed undead, instantly spawns your party at a specified location to discuss with necromancer lady. These things railroad you into these fights regardless of where your party is currently standing. There should be location flags taken into account so that if you're multiple screens away, just finishing one combat, you're not instantly transported to another room to fight someone else.
Noticed Changes from 5e (intended/unintended?):
Advantage/Disadvantage stacks instead of canceling each other out. 5e has 10 disadvantages plus 1 advantage means you have neither (not just that your roll is normal, it means you don't have these things, which is important for Rogue Sneak Attack).
AOOs (attack of opp) require sight of your target, which you do not have when blinded (darkness, fog cloud, blind, etc). specifically stated in rules. you are able to target in this game at disadvantage.
You cannot use two weapon fighting to attack with your offhand light weapon unless you've taken the attack action and used a light weapon in your main hand. Currently, you can cast spells and still attack with your offhand.
No custom background option (as explained above).
Spiritual Weapon is not a concentration spell. It is summoned for it's duration, or until destroyed. Your game makes it disappear when the caster drops.
Not expecting you to use this rule as intended, but ability checks are not set, meaning the DM, as the actual rule states, decides if the athletics check, for instance, is str or dex or wis, etc based. I would say, however, you should use the optional rule of defaulting intimidation to strength over charisma if the player chooses this (make it a gameplay option).
Long rests require you remove your medium and heavy armor, or suffer consequences, such as less hit dice recovered and exhaustion levels not removed (stated in Xanathar's Guide, page 77, not PHB). Your game does not require this, which is an option many likely prefer. However, during ambush, there are surprise rounds that with this rule would mean those medium and heavy armor wearers would be without their armor AC bonus. It also takes a certain amount of time to equip those items (minutes), so those people would not be able to squeeze themselves into it during the combat. This is a rule I prefer, as it would be proper roleplay.
Rations weigh 2 lb and cost 5 silver each in real 5e. Your Rations weigh 3 lb and cost 2 gold each. Your encumbrance concept, as mentioned above, is restricting. Without Goodberries, the party has a large amount of weight taken up by a simple roleplay device.
Miles to go before I sleep
Miles to go before I sleep