Background
A little background about me (it might be useful to identify the player type). I am a lover of all souls games, have beaten all dark souls and elden ring and other similar games. I have also played a lot of ARPGs (Diablos, POE, GD, etc.) but I prefer most souls like games.
General thoughts
First of all I think No Rest for the Wicked is an amazing game even though the small content we have so far I have been playing every day for many hours. I am grateful you took the risk of combining different games and creating a new genre that I hope will continue growing.
Congratulations to all the team and thanks for everything!
What I wouldn’t change
IMO the following things have been done perfectly and I wouldn’t do any modification (for sure I am missing some of them, as I said I think the game overall is great)
- Combat mechanics (I love the addition of the skill when using heavy armor, how hitboxes are made, and how the combat feels in general)
- Level of difficulty (please DON’T make it easier)
- Whole design of the world, maps, weapons, armors, etc.
- Story (so far was very engaging)
- Weapon variety
- Normal enemies and bosses
- The whole game essence
What I would change / improve
I suppose some of these are already on your plans but just in case:
Important
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Item durability: most of the people is against this, in my opinion is not that bad once you reach sacrament, but before the first boss THIS WAS A PAIN, new players are learning everything of the game, new systems, new map, enemies, jump puzzles, getting comfortable with the camera view, etc. Having to also repair their equipment each time they die and ALSO having to WALK to the blacksmith, it’s too much for the initial area (even though it costs 0), a lot of people could get frustrated in the start of the game for this and stop playing or refund it. I think items should start having durability after the first boss fight, so either disabling it until you beat the first boss or provide indestructible level 1 items(that the player will need to change eventually)
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Inventory management, I agree with most people that inventory space is too low, I like the idea of being able to improve it as you progress the game, but this could be improved, either greater stacks or more initial space. Also consider connecting all the storage in the city when you use a vendor / crafting facility.
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Target lock on is very hard to see in some scenarios when there are multiple enemies, it should be bigger or easier to see and switch
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Being able to respect stats
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Being able to change the skills of an item: I have been playing as a mage and its kind of frustrating that I can only select the skills of the staff that is dropped / sold, usually if you enchant the staff it loses 2 skill slots so you can customize the skills. I think this should be more flexible, for example you destroy the skill rune and keep the item with that rune slot empty (so you can put another) or you destroy the item and keep the runes of the item. Right now you can only destroy the item to keep 1 Rune
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Craft materials: not sure if this is intentional, its me or a bug but there are some crafting materials that I have never found, I got a recipe for a pure int sword called “CRONUS”, it asks for 10 BOAR TUSKs, I wasn’t able to find even 1 boar in the whole game and I already finished the story, I got this sword recipe around level 15 and I am 24 now. This doesn’t make any sense and it asks for 10 of them. Now that I am writting the review I found that Grinnich is selling 1 but still if you need 10 you need to wait a lot of time for the vender to reset and have the luck that he is selling it again (I checked yesterday and he was not)
Minor
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Equipment comparison: when you select an item in your inventory it should show you the relative equipped item / items on the right so we can easily compare stats.
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Markers of the map should be shown on the screen only when you are near, when you start using them you see lot of icons on the borders of your screen all the time
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Materials should be auto picked when harvesting them (mines, trees, holes), If I am cutting a tree there is no reason I wouldn’t try to pick it up. If inventory is full I think its ok it drops in the floor.
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When you complete a build project which has levels it doesn’t show you the levels that you completed, would be good if under completed projects it shows you the last level you completed
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The community vault should be split into sections as the inventory
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When you enchant an item it should show you the enchanted item asap, right now you need to exit the vendor and check your inventory
Final notes
In some parts of the game the combat feels too slow, if you want to be more on the ARPG side I think it would be ok to have more minor / easy enemies which you can easily kill and then heavier ones where you need to put all your attention and skills in use. I think this is a balance and depends on what you are looking for. I felt the first part of the game a little slow and boring and started enjoying it a lot more after, I loved what you have done in the sewers, not sure why but I enjoyed that map a lot.