Co-op Accessibility Suggestion: Let Players Carry or Assist Each Other Through Platforming Sections

First, I want to say that No Rest for the Wicked has become one of my favorite gaming experiences, particularly playing cooperatively with my wife.

However, there is one major obstacle that sometimes brings our sessions to a halt: platforming.

My wife enjoys the combat and exploration, but precise jumping, climbing, and especially timed platforming sequences can be extremely frustrating for her.

I can usually complete these sections without much trouble, but there’s currently no way for me to help her through them.

My suggestion is to introduce an optional cooperative traversal mechanic.

For example, one player could carry another player piggyback or in their arms, allowing the more comfortable player to navigate difficult jumps and climbing sequences for both of them.

To maintain gameplay balance, players could be unable to attack, use abilities, or interact with objects until they’re put down. Both players would have to agree to initiate the action.

Alternatively, once a player successfully completes a platforming sequence, their companion could receive an optional prompt to join them on the other side.

This wouldn’t need to change combat difficulty, enemy balancing, or the experience for players who enjoy platforming challenges.

It would simply allow friends, couples, parents, and children with different levels of gaming experience or physical dexterity to continue enjoying the adventure together.

I realize carrying another player would require additional animations and technical work, so even a simpler assisted-traversal option would be appreciated.

I don’t want the game to become easier for me. I want to be able to help my wife experience the same amazing game alongside me.

I believe a feature like this would make an already fantastic cooperative experience accessible to a much wider audience.

Thank you for considering it!

Honestly that sounds hilarious, but I think that (if they do it) they should make this a real thing.

Eg make it a trait that you can pick up and hurl light- and medium weight characters (friendly and hostile). It’d take a second of uninterrupted effort to pick someone up, and the character could try to wiggle out of it.

So you could pick up an enemy and hurl them off the cliff, just like you can shoulder bash them.

And you could pick up your friend and throw them into the enemy like a bowling ball (Donkey Kong country style)

Hey great write up, just a small fyi, is your wife using the “walk to mouse cursor” option? That will make a great amount of platforming a lot easier. Just holding the sprint button also acts this way, where your character will follow your mouse if you don’t press any other directional input.

I’m just assuming this is on keyboard and mouse, forgive me if that isn’t the case :slight_smile: .

You could also fiddle around with the camera zoom in settings, sometimes the angle of the camera does indeed make it hard to jump into the direction you initially thought you were going to.

Hope this helps a little!

Silas

i really like the idea of being able to use a “Crouch down for piggyback” in the emotes wheel and seeing them wave you over Crouch down as your companion walks over and clicks a button to get up on your back and your just running around, sure neither of you can attack or anything but it would be hilarious. one of my friends too ended up having a hard time getting throw the potion sellers cave so i get what you mean. i wished i had a way to to get him to me or some way to help him. xD

My wife and I both play using controllers. I appreciate the suggestion, and I’ll definitely experiment with the camera zoom settings.

I originally purchased the game for my wife, our two teenage boys, and myself to play together. The boys stopped playing after a few nights, but my wife and I have continued and absolutely love the game. I’m sure all four of us will play again upon release next year.

There was a cave where we needed to collect a flower and navigate across invisible pathways. My wife kept falling and dying, which meant starting over. I’d go back, find her, and help her attempt the crossing again.

Both of our boys managed to get through that entire section without falling, and I had no trouble with it either. Eventually, I ended up taking her controller and completing the section for her.

The whole tree top area in the forest is also a no go zone area when we play as well :frowning: .

Personally, I have all the patience in the world for her. I genuinely don’t mind waiting as long as it takes. But I could see how frustrating it became for her and everyone else.

The funny thing is, she’s actually gotten quite good at the game! She handles combat, understands the mechanics, and genuinely enjoys exploring. It’s specifically the precision jumping and jump timing sections that create barriers.

I really like your suggestion of making piggybacking an emote! Having one player crouch down and wave another over, then allowing them to hop onto their back, would be both practical and hilarious.

I also think it could be a genuinely unique feature for No Rest for The Wicked. I can’t recall seeing many ARPGs with meaningful character-to-character interactions like that (well, they do have the trading complete handshake animation).

I can see just piggybacking your friends around town for fun. Neither player needs to be able to attack while doing it, so there could be some reasonable gameplay limitations.

I think that would add something special to the co-op experience while also addressing a real accessibility problem.

it just made sense to me because you can start PvP with another player that way and seemed like the obvious place to put it, i could also see people using it if some one has to brb and they hop on your back so you can keep walking to your destination and not leave them behind.

it must be nice to have your family play it with you, hope you all play together again when it comes out and enjoy the 1.0 release. xD