Well, I'd like to start this post out by saying that I'm a big fan of AI war, valley, Arcen and all the innovative and unique things you're currently bringing to the table. Developers like you are keeping gaming fresh and fun, so thanks for that and all your hard work. Secondly, thanks for AVWW2, noticed it in my steam games list and was appreciative for the attention to the fans.
Getting to the issue at hand though, my initial impressions of AVWW2 are not quite what I was expecting.
First the good, the new art is fantastic, very visually appealing, the new music/sound is very nice too. The overworld map is just amazing, beautiful honestly. I like the new complexities to the strategy side of the game, even if there's still some bugs to be ironed out (wont go into those they're covered in other topics and on mantis). It feels like it got the fleshing out it deserved. It feels more critical and important to the story, the survivors have more character, the time period differences are much more clear and interesting, and it just generally feels better.
However, some of the changes that have been made to the platformer side, frankly confused me. I played some but found it difficult to continue. I didn't feel the depth of customization and uniqueness I did in valley 1. Spells seem so much more limited, I don't feel the need to explore the same way I did in valley 1. I still haven't found any treasure chests or equipment and don't know why I should even be looking for them, without the power ups spells and other items from valley 1, I'm not sure what I'm looking for. Personally, the loss of mouse controlled aiming is a huge thing to me, the controls feel difficult and awkward, I've read explanations for the removal of this feature and while I understand the thought behind it, I feel it has negatively impacted my enjoyment. I'm not sure I understand why the enemies cannot be balanced for mouse aiming, the enemies in valley 1 were fine, quite hard and enjoyable on the harder difficulties. Overall the platformer side feels lessened from valley 1. It just doesn't feel as fast paced or precise, instead I find myself rushing through levels avoiding the clunky combat as much as possible. Additionally the levels no longer feel as deep as they used to. They've become far more linear without the multiple entrances, exits, and connecting tunnels taking me ever deeper.
With the criticism out of the way, here's a few suggestions you can take or leave. I feel like I have no idea what equipment or any of the items do, perhaps a little introduction to them earlier in the game or make them a little less rare to give me a reason to go looking for them or at least know what I'm looking for? Also, I have no idea what the new spell kit/cache/classes are like, maybe introduction to those at a slightly earlier level too or simply more options from the start? Maybe I missed a tutorial or something explaining this stuff, but I felt kind of dropped in to the world with no help, and even though I played valley without wind for a couple hundred hours at least, this is a very different game.
Lastly I guess my biggest gripe is how did I not know about this game sooner?? If even one of your fans missed the boat there's a lot of potential customers out there that didn't get word. I understand marketing is tricky for a smaller company but you guys need to get the word out, you're a high quality, humble, and respectable developer who deserves attention for the enjoyment and originality you bring to the industry.
All the best luck in 2013, with AVWW2 and SH. Keep up the good work!