One of the main issues I have right now is the speed at which the character moves. Walking feels sluggish but still useful for some of the puzzles and running seems a bit too fast but can be useful in combat. My suggestion is to have the default characters movement be somewhere inbetween. Then to have a toggle button for walking and hold space for run. Right now exploring the world feels weird I’m either running everywhere or walking at a snails pace.
Hm there is already a toggle.
I do not make use of it but instead have walking as default, running on button hold (shift).
This allows you much greater precision and intention compared to setting the toggle to always be sprinting, or using the toggle at all.
I do actually like the fact that walking is very much walking, not sliding everywhere ![]()
I also had this feeling, the default walking speed is too slow, it should be increased by a bit. I never had this problem playing other arpg or souls-like, so something is definitely off with the walking speed.
The toggle does not help. The toggle is nice when exploring but in combat you have to disable it cause it drains stamina.
The running speed is ok for exploring and in combat in my opinion, it’s just the walking speed that feels too slow. So if they could increase that without making precision movement impossible it would be great. Adding another keybind is not going to work for gamepads, it’s already cluttered.
Or they could add a keybind for precision movement for mouse&keyboard and for gamepad you could activate precision movement by using the analog nature of the thumbstick. To give and example, I know that Space Marine 2 has a very sensitive one implemented. This means that the default movement can be higher without breaking precision movement.
EDIT: I just tested it out on live on the gamepad, if you have the run toggled and you dont fully push the thumbstick you actually walk, and if you fully push then you character starts to run, so the analog nature seems to be already implemented (at least partially)