Hi Wicked Team,
I am absolutely blown away with the production value of Wicked Inside; the artwork, environments, mechanics and gameplay loop are what I have yearned for; for so, so, long.
A point of feedback I wish to give is my experience of anti-climatic payoff after defeating the twins; up until fighting the twins, I saw the world around me becoming more dangerous, I felt the Torn plague spreading through story developments and difficulty increases, but then it stopped - or even backpedalled.
A suggestion I have is the addition of Deep Darkness, a level of light so low that the player can see very little without holding a light source; this limitation could add to the fear factor of sounds emanating from the dark around them. The Snake in Sekiro is a great example of an enemy the player either dreads or learns to dread; and I can certainly see a giant limbless Lindorm fitting snuggly in the environment of No Rest For The Wicked, leaving a trail of fire wherever is slowly slithers; before turning absolutely rampant when it detects the player with one of it’s glowing eyes.
This sense of dread, I believe, is key to furthering the thematic atmosphere; and giving players a more storied adventure. Deep Dark caves, optional Deep Dark boss fights, and a deep dark night during New Moons and Storms are all opportunities for added immersion.
Much appreciation for the artistic masterpiece of a game you have made.
Yours sincerely,
Red