No Rest for the Wicked – First Impressions (Critique Only)
This review focuses solely on negative aspects and issues I encountered during my first playthrough of No Rest for the Wicked. That doesn’t mean it’s a bad game – in fact, I had many positive experiences – but I want to highlight the things I believe could use improvement, balancing, or bug fixing.
If any dev reads this, feel free to take from it what you want.
Crafting & Equipment Progression
- The cook in the city is too expensive, which makes him practically useless early on.
- Weapon upgrade paths seem random.
- Some weapons need rare stuff like bear claws early, while others can reach level 9 using only copper, iron, and silver bars.
- Crafting weapons requires materials that are too hard to get.
- By the time you’ve gathered them, you’ve probably already found a stronger weapon in the world.
- No in-game explanation for certain effects.
- For example: What does Plague Infusion or the Plague Affliction do exactly?
- Fallen Ember re-enchanting feels tedious.
- Too many effects rely on specific conditions like backstabbing, dodging, or staggering. This limits viable builds.
- Heavy armor isn’t giving enough defense.
- The cost/reward feels bad. Investing heavily into Equip Load grants only a few % of damage reduction.
- Durability loss on death serves no purpose other than to annoy the player – especially since 90% of my deaths were from gravity.
- No transmog feature.
- You’re forced to look goofy because most gear doesn’t match unless you wear the full set.
- The 40-slot all-items chest doesn’t have enough space to hold all crafting materials.
- You’re forced to split mats into multiple chests – very annoying.
Exploration & World Design
- No fast backtracking other than teleporting to your last used Whisper.
- Gathering animations are too long, even with better tools.
- No potion or mechanic to increase movement speed.
- Lowland Meadows is confusing and hard to navigate, with lots of dead ends.
- Bad visuals can soft-lock you.
- Sometimes you just don’t see chests or pickups because they blend into the environment.
- Example: The Windmill Key in Lowland Meadows can easily be missed because the shimmer effect is barely visible.
- Marin Woods (SW of the village) has random enemy respawns.
- Isometric camera leads to unclear 3D jumps.
- No indication when an enemy approaches from below the camera – South is a blind spot that got me into trouble multiple times.
- Marin Village NPC faces are missing on the map.
Mechanics & UI
- Shield stats are confusing.
- What does the number next to the shield mean?
- Why doesn’t my shield block 100% damage?
- The upgrade path is unclear.
- It’s not always obvious what’s better.
- Too many cloth/leather crafting mats that don’t differentiate enough.
- No easy respec option.
- If you try out a build and it doesn’t work, you can’t finish the Crucible – softlocking your character.
- Crucible scales with your level.
- If you tackle it early, it’s easier. If you wait, enemies get extremely high HP, stagger resistance, and damage.
- Example: I focused on Strength and had a strong 2h weapon, but still needed 5–10 hits for trash enemies, while they could two-shot me.
- If I built tankier, I would’ve needed 20–30 hits per enemy, which is even worse.
- Level cap at 30.
- After level 20, enemies scale harder, but you barely get stronger.
- I’d love a feature that lets you cap your level (e.g., at 20) to avoid being punished for leveling.
Bosses & Combat Issues
- Some enemies stop mid-fight to drink from a bottle – super easy to backstab them.
- Caretaker boss is missing a visual indicator for how big the explosion is.
- Boar rampage can stunlock you, and it continues to hit you while you’re on the ground.
- The Silent Huntress boss has same issue.
- Her slam knocks you down, and before you can get up, you’re hit again – basically a stun lock.
- Double AOE bombs feel unfair, especially if you’re already out of stamina.
- Some attack animations are way too fast.
- Example: Bears have 0.1s attacks with no visual warning.
- Attack hitboxes don’t always match the visuals.
- Sometimes your character won’t jump, grab walls, or climb down.
- Getting stuck in a corner because an enemy pushes you into it happens more often than it should.
Final Thoughts
After level 20, it feels like your character is getting weaker, not stronger, due to enemy scaling.
Without a respec system, fast travel, or transmog, the game starts to feel punishing in ways that aren’t fun – even though the world and gameplay do have lots of promise.
Dunno if I want to continue at the moment because the Silent Huntress Boss has the bear attack set (which is super annoying, like the rune bears in Elden Ring)