One thing I like about this game is attention to detail. Thanks to hex editing, my character has superhuman agility and combat skills, that not even Gargos --a sub-boss-- can even lay hand on me. And it is actually reflected in combat animation, where all Gargos' attacks are easily parried or dodged by my character, while all those parries and dodges are meticulously shown during combat. (Combat are semi automatic in this game, so it is quite an enjoyment to watch it unfold.) For a game made in the year 2000, that is quite impressive. If Quest for Glory is remade, I hope the combat modelling and animation would accurately reflect your stats vs those of the enemy.
One thing I don't like about this game: levels are HUGE, that it takes considerable amount of time to move from one location to another, making the game unnecessarily slow paced and protracted. Imagine roaming in Ultima VI, only everything is scaled according to the real world. Worse, those huge places are mostly empty, unlike, say, Ultima VI, where places are rich with objects you can take and/or manipulate.
In any case...

Pffft, easily blocked. Try harder, demon.

Nyaaah, nyaaah! Can't hit me!
Yes, the second picture clearly shows that my character leaned back as he dodged the demon's attack, while the demon's weapon swung harmlessly against empty air. Such attention to detail that makes me love this game. Unfortunately, there are things that make me hate this game as well.
Never thought this thread would be that long, but now, for something different.....
Kreshna Aryaguna Nurzaman.