those are the biggest problems? contrast and music?
am thinking that if obsidian need only concern selves with music and contrast, they would be popping champagne corks and breaking open the caviar. am personally not having any problems with static trees. this is a ie game throwback, which makes it a squad-based tactical combat game with rpg elements. am more concerned with combat and rpg elements than if periwinkles pop with enough indigo and if they sway properly in breeze. the trees don't bother Gromnir, so we won't bother them. live and let live, says Gromnir. if the trees wanna be stolid and unmoved by Gromnir, then we must need accept thieir stoic and statue-like indifference with grace and courtesy.
now, where visual contrast makes combat more difficult than it should be, we agree that there is a problem. bugs rush through grass and obscured big red circles and small red circles overlap with green circles and is seeming obscured by environment. rel combat is 'posed to be confusing, but this is a game.
our serious concerns is the bugs, and with lack o' useful combat transparency. am rare understanding what the hell happened in combat, or why. why is our ranger so damned ineffectual? we honest cannot tell from game feedback. we got a bear companion that we may direct to occupy targets, but his/her portrait seems to have disappeared, so we has no idea what status effects he/she is suffering and if there is special abilities he/she could activate. why did we almost party wipe in our first encounter with beetles, but we roll-stomped each successive encounter? combat log is somewhat brief and so we can't genuine review to seeming figure out what went right or wrong, and am not quite sure how to complete decipher combat logs regardless as numbers don't always match our expectations. we should probable make note o' this elsewhere, but while party members gots icons on portraits to describe status effects, there is no such indicators for enemies. we put some kinda debuff on a beetle and wouldn't you know it, the beetle had the temerity to move. so, which beetle gots the debuff? gotta look at stats to figure it out... at least am thinking we can figure it out that way.
as this is a squad-based tactical combat game with rpg elements meant to evoke ie game nostalgia, we is far more concerned with rpg elements and combat mechanics than we is with immobile trees and music. we ain't had any iwd-level music awe moments, but we ain't particular distracted by the music quality (or lack thereof if that is the argument) neither.
advice to developers: back burner music and petrified tree concerns and instead focus efforts on legion o' bugs and the lack o' combat feedback/transparency.
HA! Good Fun!