Hey Moon Studio team ![]()
First, I want to tell you that I really enjoy playing and I am looking forward to playing with my friends when multiplayer and the game itself are ready!
I wanted to provide feedback on two categories: gameplay and user experience.
On the Gameplay:
- I find that there are too many chests, especially those containing excellent loot. Although I love the fact that the map is âresetting/revivingâ, the loot is kind of the same, and itâs easy to think of it as kind of farming. I would downgrade the loot when looting a second time, a third time, and so on.
- Related to the previous point, I find that the map is resting a bit too quickly. However, I love the fact that mobs are harder to beat after the ârespawnâ.
- I found the first big boss (in front of the town) to be really too easy to beat. I should have switched to hard mode from the beginning, but I want to say that I was touched by it two or three times, and I wasnât dead. The reason is maybe that I was overpowered because I always explore everything before continuing (like in the Souls games). I would make it more straightforward that someone who has completed 360 hours of Elden Ring should play in hard mode.
- When I first came to the town, I found that the Challenges, and especially Challenges Man, are a bit distracting from the main quest. I was a bit lost, probably due to the too many quests that I could start. I would suggest âenablingâ Challenge Man after at least one more main quest.
- It took me a long time to understand where I had to go to do the next main quest (the attack in the West), and thatâs probably due to the previous issue. I would suggest reducing the number of quests and possibilities.
- The first epic weapon dropped by the beast in front of the town is really too slow to be played at any time. I find it cool to use, but itâs not even doing a lot of damage. I thoguht the goal of this weapon was to extract runes from it but itâs not possible to do so on epic ones. So, I find this weapon a bit⌠useless. I would suggest a bit of balancing here, either increasing the damage or speeding up the animation.
On the User Experience:
- When comparing loot in the inventory (by pressing the joystick), I found that I was unequipping items by pressing A instead of equipping the one I just looted. The reason is that the cursor is pointing to the targeted object to compare to, and no longer the object I pressed the joystick on. I would suggest changing A to equip the item in place of the equipped one and pressing B to abort.
- When managing runes in the Runes shop, I was confused by the interface and specifically the fact that in the âremove runeâ interface where you see your weapon and all the âattacks/runesâ the buttons for each âattackâ is displayed to help but I saw myself press this one and destroy a ârune/attackâ instead of detroying the weapon to extract the rune. I may be to blame here, as I should have read the message, but both messages (destroy weapon or destroy rune) are really looking similar. I would suggest removing the gamepad button indicator near the âattacks/runesâ section, as the description is already quite clear to me.
Thank you for this fantastic game again. I love the animation, the story, the equipment preparation, the UI and UX, the HUD, the mobs (I am looking forward to discovering the other mobs), the fact that I will be able to play with my friends, and the hidden secrets.