Beach-fortress impression (3 hours)

Hey there.

  1. Controls have to be configurable. Right now they’re not very comfortable at least for me.

  2. Parry feels too punishing - windows for it are too small. I just finished brutal souls-like metroidvania Grime that is based on block and requires mastering it. And blocking there are much easier.

  3. Game feels unfair. It doesn’t reward you in proper way to you efforts. I beat enemies, they almost killed me. It’s good if I got copper coin from them. Or I passed thin bringe over abyss, on the other side I found chest with vegy, but I can find them enough around without any risk.

  4. Beach and fortress feels frustrating. No way to run from enemies in some safe spots, enemies see you from afar. I want to find some safe space and start some slow and safe exploration from there, but instead I have to fight many enemies at same time plus boss in the end.

  5. Enemies see me and attack me off-screen. Kinda unfair - I can’t see them yet, but got arrow under my rib already.

  6. Stealth feels useless - enemies still see you unless they turn their back to you.

  7. You can’t pass enemies. Stealth is not working properly so they will see you anyway. But you can’t ran away from them - somehow they will follow you no matter what, no matter where.

  8. Third dimension feels confusing. I can’t understand where I climb and where I can’t. I can’t understand will I be able to climb back after descending or not - I had to ran whole level back couple times. I can’t understand where I can fall and where I can’t. I don’t understand can I use my top position as advantage over enemies or not, can I drop them from that wall or not.

  9. Controls (keyboard + mouse) feels not very precise which is bad in game where you can fall.

  10. I found staff with fireball and some sort of curse that uses 0 resources. So this curse didn’t work or I didn’t get how to use it. It’s a good point to explain it in tutorial.

  11. Attack + dodge back combo is not working. In half of situations enemies are able to attack me back. I’m not sure how to feel about that. Probably not every moment is good for such combo and I need to look for proper windows.

  12. Some enemy attacks are chained, and in most situation missing first hit missing you will get another hits because you are kinda stunned or what and you can’t move. I’m not sure how player is supposed to act in this situations.

  13. Game tells you thousand times that you can press E near with the wall and move along it.

Overall “No Rest” reminds me game Nox.

Into (beach + fortress) feels unfair and frustrating. I understand that game have to be brutal. But it doesn’t feel fair. Even in DS you can just run pass enemies, skip parts that you don’t want or don’t like.
I think it’s an easy task to make difficult game. But make difficult game and make people feel it fair and enjoyable is a whole next level.

In difficult games you either need a proper rewards for challenging difficult things or you need to have moment of punishment when you’re powerful and punish all those enemies which humilated you before.
“No Rest” misses both parts. Rewards comes from random chest not enemies, so you feel like exploring world is a real gameplay, enemies are just secondary thing. Getting couple more levels or another rusty sword won’t make you powerful enough to feel satisfaction from dominating enemies.

Probably somewhere in mid-game it will feels another way, but I don’t really want to continue.

For sure I will give it a try later, but for now I will give some rest for the wicked.