Hey Moon Studios & Wicked Community,
You asked for detailed, constructive Early Access feedback – so here’s mine!
To make this as focused as possible, I did an extensive Q&A with an AI persona of Thomas Mahler, which was equipped with comprehensive, up-to-date game knowledge (based on public info and an extensive deep research doc detailing what the internet knows about the game). This helped me drill down into specifics.
The below summary is an outcome of, IDK, a 2hr chat. I asked the AI to provide a Q&A session for an EA gamedev that asked for it. Takes into account everything Moon are focussing on and prioritises the questions based on what the devs wanted our opinion on. Anyway…
Context: ARPG/Soulslike vet, ~18 hours in Wicked (post-“The Breach” update). I am happy to provide the full doc (with actionables!) and the full chat link, if someone from the dev team is interested or would like to know how I’ve done it. I understand posting links or doc attachments publicly is dodgy/unsafe.. This is the condensed version:
High-Level Takeaways:
- Overall: Game’s core is fantastic and “already works for me.” Huge respect for the indie passion!
- Love: World exploration (verticality/secrets are S-tier!), the ARPG/Soulslike blend.
Key Concerns & Constructive Feedback:
- Weapon Experimentation: Current system (pre-attribute change) is restrictive. Attribute overhaul is welcome; ensure respecs are accessible.
- Difficulty (Veteran View): Too easy for me. “Realm Tiers” need to offer real challenge (beyond just stat bumps – think new AI/patterns).
- Exploration Fatigue: Scale can be exhausting. Consider subtle orientation/questing aids.
- Crafting (Food/Wood): Streamline! Tiered/branching food recipes, simpler wood requirements (e.g., buildings take logs OR planks).
Mechanic Hot Takes & Suggestions:
- Combat: Good feel, but needs more strategic depth for vets. Heavier weapons need more “commitment.” Parry system needs a rework; consider Elden Ring-style guard counters.
- New Attribute System: Thumbs up for the change! My “facepalm” was at player confusion with the old system. For the new one: consider a hybrid of “job role” skills (FFT-inspired) + core attribute points per level to bolster a primary focus. Avoid “grind X to level X.”
- Fast Travel: Hard NO to “free travel between ALL unlocked Whispers” – it kills world design. My Suggestion: Core hubs in major zones + last Whisper/Sacrament travel.
- Resource Management: Healing/Repair Runes feel overtuned (Repair Rune negates durability, Healing Rune is excessive).
- Loot/Itemization: Needs rework + item recycling. My Tiered Loot Idea:
- Commons: Max empty gem slots (for customizers).
- Mid-Tier “Purples”: Pre-set rolls + a Major Curse (makes them a stepping stone, not BiS, incentivizing legendary farming).
- Legendaries: Powerful unique effects + minor “Lesser Curse” (clear chase items).
- CRITICAL BUG: Prologue first jump was impossible, fixed only by full restart. Urgent fix needed!
- Controls: Default controller layout felt unusable. Offer “Default” & “Souls-like” presets.
- Tutorials (EA): Prioritize external docs (wiki/forums) & minimal in-game tooltips for now. Fix critical bugs first.
- Resource Gathering: NO QTEs/mini-games for woodcutting/fishing. Keep these simple ARPG “chores.”
Future Hopes:
- Multiplayer: “Must have” couch co-op & 2-player online for story. 4-player for endgame modes (Crucible/dungeons). Lords of the Fallen (2023) is a good co-op model.
- Companion Pet: Yes, please! Make it atmospheric, not a combat beast.
Hope this condensed version is useful! I believe in Wicked and am excited to see it grow.
Looking forward to the discussion!