Early‑Game Frictions and Game Feel: Notes from a First‑Time Player

Hello,
I wish to share a documentation about the first‑time player experience I had yesterday (4 hours), focusing on the frictions that emerged during this early phase of play. This is an account of how I interpreted the systems, the cues, and the affordances the game presented to me, and where my expectations briefly diverged from what the game seemed to communicate in the current state of the build.

Situation 1

The Wretched Archer set, despite being made of leather, confused me in understanding what the game considers “light”, “medium”, and “heavy”, and raises questions about how full plate armor will be handled later on:

  • the full Wretched Archer set with only a bow in the right hand puts the load just below the heavy threshold

  • the set alone places the character at around three quarters of the “normal” load

  • a single additional weapon (like a dagger) on top of the bow is enough to push the character into heavy load

  • the set is described as light and nimble, which matches what you would expect from an archer outfit, but its actual weight behaves closer to medium‑heavy gear.

  • the Kindler’s Broadcap shows the same kind of behavior in terms of weight — This is quite a heavy piece of torned burned and pierced leather helmet, in my opinion, haha

  • without gems, enchantments, or upgrades, there is no room to add any secondary equipment without exceeding the load

Even taking into account the possibility of adjusting equipment load through leveling, I like the idea of having to play according to the load; I would at least have expected to remain in the medium range with a bow and a small dagger, given the name, the type, and the description of this gear, and that expectation is what caused my moment of confusion.

Situation 2

I didn’t find a torch in The Shallows despite a thorough exploration, and I also didn’t identify how to obtain one.

  • I couldn’t craft one, even after cutting wood

  • the tutorial clearly shows a character holding a torch, which creates an expectation

  • not having one limited my exploration of the optional dungeons in the area

  • the idea of having to craft it is good, but I didn’t identify how to do so

  • this situation made me consider looking for a solution outside the game, which I didn’t want to do in a game this immersive

I think I simply missed the way to obtain it, which is probably straightforward, but it’s absence had been noticeable in my exploration experience.

Situation 3

The limited inventory in The Shallows, Mariner’s Keep, and Orban Glades.

  • crafting and cooking items accumulate in an engaging way that genuinely encourages exploring for hours, and I enjoy that

  • in contrast, managing the equipment inventory was tedious and broke my exploration flow; the areas are large, vertical, and full of secrets, with an exploration rhythm that feels like a blend between an adventure game and a Souls game: some loot found in hidden spots felt unique, but it seems to respawn after some time, which increased my uncertainty about the actual value of these discoveries

  • when I reached Fillmore in Mariner’s Keep, my inventory was completely full; I didn’t find any way to increase its capacity — nothing in the inventory screen, nothing at Fillmore

  • I had to backtrack from Orban Glades to sell the extra items at Fillmore, and I couldn’t fully explore this third zone; I had to cut my exploration short, fight the boss, and reach the city just to empty my bag. I didn’t listen to anything the NPCs had to say, sell or propose — I just went straight to the Rookery, enjoyed the cinematics, and emptied my bag ; my mind was completely closed.

I don’t know which inventory philosophy the game is leaning toward — a grid‑based RPG system with less meaningful loot, an Elder Scrolls‑style encumbrance system to maintain a sense of role play, or a Souls‑like unlimited inventory with more meaningful loot and a focus on exploration and combat — but in any case, the current limit, combined with the immersive and organic level design, didn’t allow me to fully understand what the game expects from me in terms of exploration and loot management.

Thank you for the incredible work poured into this game. The worldbuilding, the atmosphere, the attention to detail, the combat, the sense of place, the generosity of the secondary items — everything feels intentional and alive. I’m already fully invested, and I’m looking forward to continuing. If I encounter other frictions along the way, I’ll be happy to document them as well.

Crafting items is only available once we reach Sacrament. I agree the inventory system is quite limited, and just artificially slows you down while offering a way to expend it as “evolution” but it’s kinda dumb. I don’t like limited inventory, it forces you to manage it as a chore and doesn’t make much sense. Either be realistic and don’t allow us to carry more than what a real person could, or don’t limit it at all. Worse case put an overweight mecanic to make some sense without forcing us to drop stuff away.

Something that could have been interesting is adapting the inventory space to the actual armor set you have: some armors make you carry huge baskets or bags around: it’s purely cosmetic, but if they did it, that would at least make some sense and make the armor choice somewhat more interesting.

As for the weight system: it’s totally off. My second highest attribute is power lift, yet I’m still barely under heavy weight with a mesh armor, a sword, a shield, and at least a couple enchantments to lighten the weight of my equipment. Priority attributes should be health, stamina or focus with the one associated to the weapon, but if you want to be able to run around with some decent protection, the power lift will eat away your points.

Finally, loot is random, and comes back constantly: there are some drops that do seem rare, although I don’t necessary get the logic: sometime you’ll find a piece of armor set 1000 times over, but one of the pieces to complete the set it will only drop once in the whole playthrough, if at all. Nothing seems really unique, even the golden weapons dropped by bosses can be looted several times in the end game.

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