On the volume issue, I recorded it in two chunks and while the chunks had identical levels when I was editing it, seemingly after it was encoded on YouTube the two chunks have become different. Rather frustrating and I completely agree!
On the length, it was a first foray into the world of analytic videos for me - I am still very much finding my feet! - and so I did some research into analysis like this on YouTube and most seem to be between 10 and 20 minutes long. I wanted it to be long enough to cover everything I wanted to say and I don't think anything was added needlessly - indeed I removed several paragraphs from my original script for length. However, it's good to know that not all of the audience necessarily enjoys it. Your constructive feedback was useful and so thank you for taking the time to do provide it, your comments are noted.
Thank you for your kind words, shion!Just to respond to this point as I find it an interesting one.
The idea behind it is of course a subtle visual indicator rather than trying to model flesh itself and so I don't think you need to track it to a minute level. Dwarf Fortress, for example, tracks the type of damage to the joint! You could have a bruised nose or a cut third toe on your left foot. I think that might prove to be convoluted. You could probably simplify it down to head, legs, arms and torso, and then I suppose the more HP damage you take, the more severe your wound is, on a scale of 3. Given the speed and indeed size, it's unlikely a player will know the exact spot on their arm that got hit! It's something of an illusion, but it's intended as a subtle detail.