The movement was super fast, and maybe a bit too much: I had trouble to understand where the player was going because the screens changed so quickly lol.

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The auto-map is very welcome. It helps a lot understanding where the player is and doesn't beak the immersion. I can only hope a full map will be available at the press of a button too.

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It's a WIP obviously, but I know the pick-up option placement will be super irritating for me: seeing the player having to move the cursor over the whole inventory each time they need to pick something up triggered me lol. Simply swapping the boots and the pick-up spots would greatly alleviate it.

The movement confusion is a common thing in these games. Now, if I watch the video I don't understand but if I am the one playing it's better. Also, the player controls that, how fast you go is how frequently you tap key for movement. As for smoother transitions, maybe that's out of the question. These games where based on prestoring walls in different distances and orientations. And I'd like to see different wall graphics in later levels for change in settings, so it's gonna be more memory or disk intensive.At some point on the video (yeah, I was so thrilled about this that I watched it all carefully like a normal let's play) it does change screeen to a full screen view of the whole map.Doing such controls without mouse (which is how I enjoyed playing Eye of the Beholder on PC) is a pain in the ass. I'd like to think or revisit again different approaches taken (like the EOB ports on SNES or MegaCD, also the original keyboard only controls of EOB on PC) and see what could happen. From what I understand, a button takes you to inventory where you move a cursor with arrows. What about a secondary set of arrows (maybe IJKL or the numeric keyboard, but anyway you can redefine) which moves the selector on the inventory while you can move independently the player. The inventory selector will be always visible (oh and you would need to have a second key for use inventory, instead of space for attack/use on main screen). Soon though more keys will creep in. It's an interesting thought what controls one can do (I was even thinking on GX4000 with two fire buttons, how I could tackle this problem if I ever decide to make my RPG project with the wolfenstein engine playable in GX4000 too somewhere in the future. It's easier on CPC with keyboard, but somehow consoles with few buttons managed such games back in the times).