Horrid Implementation and Mechanics. This game suffers from not having the texture of the ground of the goblin lair being the actual surface that is honored by the physics engine. I've lost two elven items to having them knocked out of my hands, and have them drop below the texture of the ground so as to make them invisible. That is, when they stop AFTER they (VERY UNREALISTICALLY) bounce all over kingdom come when dropped. The white circle "indicator" that tells you that your hand is zeroed in on the item so that you can grab them is way too small to see while trying to frantically find it in the middle of a fight. I should have gotten a clue when I dropped a coin and it vanished from sight, but I could retrieve it. Honestly you developers, don't plead "REALISM!" when the ground of your dungeons DOESN'T ACT LIKE REAL GROUND. UNREALISTIC.
And what's with the disarm mechanics only working in favor of the goblins? UNREALISTIC.
And what's with the refusal to allow exiting the dungeon without the cleric? Or the refusal to give you the loot you have in your hands when you exit through the door? Or the refusal to keep the loot you have when giving up WHEN NOT IN A FIGHT? I KNOW you can tell when the player is in a fight because your background music changes! UNREALISTIC!
The only thing I learned from this game is to test the ground mechanics and the looting system in the first 30 minutes of playing a game, for if I had that knowlege when I bought this game, I'd have left this review AND demanded my money back.
I don't know who left the 4 star "evaluation". Probably a friend of the developers.