Feedback and encouragement from a loyal player on the combat, character growth, and other aspects of the game at this stage

Dear Development Team,

As a dedicated supporter of your game, I’ve noticed recent fluctuations in ratings that may have negatively impacted the team’s morale and motivation. I want to express my support and encourage you to persevere—continue striving for excellence and delivering an outstanding gaming experience. Currently, the game excels in art design, music (though the BGM volume seems a bit low), smooth animations, and map layout. However, there appear to be some issues with numerical balance, and I urge the team to avoid overly restricting player progression.

Below are my detailed suggestions for improvement:

    Combat Adjustments   
  1. Parry Mechanic Underpowered -
  • The reward for the parry mechanism is too low. Bosses should be staggered when parried. A successful parry must guarantee a significant staggering/knockdown effect!!!
    • Parrying must consistently guarantee significant stagger —this is crucial for rewarding skilled play.
  1. Enemy Poise (Hyper Armor) Too High
  • Currently, most enemies barely flinch when hit. Adjust poise values to allow for more responsive combat.
  1. Reduce Enemy Attack Frequency
  • Not all enemies need to be hyper-aggressive. Slower, telegraphed attacks would create better combat pacing and give players openings to counter.
  • Focus on thoughtful enemy behavior design —combat should feel exciting , not exhausting.
  1. Enemy Overcrowding (Especially in Trials)
  • Limit encounters to no more than 2 regular enemies or 1 elite enemy at a time to prevent unfair swarm situations.
  1. Input Reading Feels Unfair
  • Ideally, players shouldn’t detect obvious input reading. Reduce reliance on this mechanic.
  1. Slow Recovery After Knockdown
  • Improve player recovery speed, particularly during boss fights, to avoid frustration.

    Progression & Economy   
  1. Vendor Restrictions Too Strict
  • Shop restocks are too slow, and rune purchase limits feel unnecessary. Please adjust.
  • Remove food purchase caps —players who dislike herb gathering should still progress via buying supplies.
  1. Trial Rewards Should Be Farmable
  • Allow players to grind EXP and gear in Trials for those who enjoy leveling.
  1. Currency Gains Too Slow
  • Frequent deaths can cripple a player’s economy, creating a negative spiral. Rebalance earnings.

    Quality-of-Life & Positive Feedback   
  1. Water Movement Feels Sluggish
  • Currently like “walking in glue.” Smooth this out.
  1. Daily/Weekly Quest Rewards Need Buffs
  • High-difficulty tasks offering only 100 EXP feel unrewarding. Increase payouts.
  1. Improve Loot in Hidden/Precarious Areas
  • Hard-to-reach or fall-prone zones should drop rarer items to justify the risk.
  1. Elite Enemy Drops Should Be Better
  • Their loot doesn’t match their difficulty.

    Additional High-Impact Changes   
  1. Add passive HP regeneration while idle (“Low Whisper” effect).
  2. Revamp fast-travel mechanics (current system feels cumbersome).

Final Notes for the Team:

  • Your art, music, and core design are highly praised —don’t let balancing issues overshadow them.
  • Difficulty ≠ Quality. Consider hiring a dedicated numerical balance designer if needed.
  • If balancing proves too complex, focus on new map content first .
  • Delay co-op mode if necessary—it’s better to polish the single-player experience first.

We believe in your vision and hope these adjustments will help the game shine. Thank you for your hard work!