First Impressions Feedback Thread & Template

No Rest for the Wicked released in early access yesterday, April 18th, and the developers are seeking feedback on our experiences. Please use the structure provided for uniformity and ease of processing on the developer’s end.

What aspects of the game did you enjoy?
(Replace with response.)

What areas of the game need improvement?
(Replace with response.)

What would you like to see in the future?
(Replace with response.)

If you have suggestions on improving the template, please don’t hestitate to suggest it! Here is my response and how it should look like:

What aspects of the game did you enjoy?
So far, there hasn’t been much I disliked, but it’s also early on. I hit level 5 using a dextrous dagger build and have been enjoying that playstyle, though I plan to make new characters to try new builds.

Exploration is truly special. I can’t remember the last time I played an ARPG where I could see things in the distance, ask myself can I get there, and then just go there. I am continually impressed by the game’s art direction and stylistic choices. The level of fidelity here is truly next gen.

Movement and combat all have a decent weight to it. It’s a little weird having sprint and dodge be on the same button, but it’s grown on me the more I’ve played. Executing proper inputs and taking out enemies without taking damage feels just as good as when I do it in Elden Ring.

Overall, there is much I loved about my first 5 hours of gameplay, and I’m looking forward to future updates!

What areas of the game need improvement?
Performance. I know this horse is beaten to death already, but it is a valid concern for players. Just a year ago, I was using a 7 year old rig with a 980ti. Obviously, we shouldn’t expect tech that old to run something this artistic, but the higher the requirements become, the more you box out potential players. Optimization needs to be prioritized, and it sounds like the devs hear us on that end.

Tool durability is a little on the weak side, and took awfully long to gather 1 (one) resource. But apparently there are ways to get better tools and ways to replenish durability, so maybe this is an early game complaint that will go away.

If anything, my dextrous dagger playstyle might be a little too strong. I’ve beaten both bosses I’ve fought on the first try. It was fairly easy to dodge most attacks, stab a few times, and back away. I assume the game will get harder, or so I hope. Funnily enough, most my deaths come from the small fries hanging around the explorable maps than from bosses.

What would you like to see in the future?
We know multiplayer is on its way, so I won’t ask. I am very excited to see where this game goes. I am hopeful Moon Studios will recognize that all good and long lasting ARPGs have endgame systems that keep you invested even after “beating” the game’s story. Repeatable dungeons and RNG loot will go a long way for this.

Great job, devs! I love this game, and have been raving to all of my friends about it. Keep up the awesome work!