Humble wholesome feedback <3

I think this game is super cool thats why I spent the time to write this and I think even with the criticism its gotten its criminally underrated sadly.

Healing/food

Think it would go a long way just to let players instant heal to full at bonfires or whatever they’re called in this game.

I liked the old food mechanic better. If im going to take the time and effort to farm food let me use it endnlessly on a boss etc or just give me a flask so I dont have to farm it.

Ranged mobs

I mean theyre just giga overtuned unless you get the jump on them. Anyone who plays the game understands.

Maybe tune sewer boss down very slightly?

Idk im kinda good at games and struggle quite a bit on him and now you cant just out attrition him with food anymore. Makes me worry about people bad at games ya know. He’s quite a crazy leap in difficulty from the rest of the game at least for me.

Buff casters early and probably rethink focus entirely

I understand you want spells to feel powerful and it would be far too op to just let them cast a lot early on. But like why not just give a mana bar with insane high costs or something? Hitting mobs for mana is a very odd choice for casters that do practically no damage/poise early on.

I wanted to try wands since I avoided all magic my first playthrough. It was awful and pretty much instantly went back to claymore and started tearing it up. I’m probably just ignorant but claymore just feels like sooooo much stronger than anything else I tried in early game.

Gear is awesome but sus(I love you for putting diablo like loot into a souls like)

I really just don’t like the downsides you can get. How upsetting is it to finally find a great item that fits your build perfectly and then it says a line in red that bricks it. There’s also far too many mods good or bad for a game like this that you cant influence the stats of.

Add ways to reduce the downside or remove it entirely and add ways to influence positive stats as well. It should be way easier to find or make very good gear in a game like this. This isnt a traditional arpg that people want to grind after the campaign is over at least as of yet.

Add more uniques and make them strong

I have like 40 hours in this game and have found only one unique item. Maybe I’m insanely unlucky but I feel like they should be WAY more common. A lot of the pain and suffering is easily forgotten when a dopamine god tier unique drops for the player.

Early difficulty

I think the early on difficulty is too much on some mobs. I nearly refunded the game like 3 times initially but I stuck with it and personally I do love the hero’s journey the game makes you feel. BUT across all my friends who played this game literally none of them made it past 1 hour played.

It’s just slightly a bit much for people to get into I think. Like the first boss is genuinely easier now than a lot of encounters before you reach him.

Maybe add a sprint toggle option or something? My thumb is so sore from holding down space bar. save my thumb.

all love tho. one of the best modern games ive played. naming the positives would be way too long of a list and I just want the game to succeed so i give feedback gg gl <3

mostly agree but not with strong uniques. It’s souls like at first and not arpg. Trivalizing game with trash uniques with to great dmg will reduce the entire will to play it further. Uniques should just get special skill + unique moveset and pre-defined afixes. Not to good and not to bad. Just a unique item with a lore and unique stuff on it.

I’d rather than damage inflation leading to screen clearing due to strong uniques or overtuned enchantment, which this studio is on record of not wanting, that instead incoming damage to the player be toned down so you don’t lose 70% of your health every other trash encounter because multi-enemy fights are outrageously overtuned.

Don’t buff player damage, just tone down enemy damage so the player doesn’t feel like they have to cheese a fight with simple trash mobs.

Some hitboxes are also way off. The Abomination bounty in the War Room does a sword stab that for some reason registers damage on the player even if you’re on the other side of the screen and the sword stab doesn’t actually touch you.

If players are going to be introduced to bounties that early, I will say that the bounties then need to be level appropriate. I shouldn’t be getting lv8-9+ bounty targets (actually, I was lv8 when I killed the Abomination in the war room and it still showed with a skull over its head) when I reach the town at lv3-lv4.

The early difficulty is a pain point but it’s also just trash mob tuning.

My lv8 cloth armor mage (cloth on all slots+staff) with a ring that raises armor by 21% was still losing 1/3 of his health to the fat pirate bruiser lady on the beach and 1/2 my health to the armored fat bruiser up in the beach fort tower while doing the quest to rescue the cook.

For reference, the beach is marked as Danger lv3. My character is lv8, more than double the level plus 1x upgraded armor and weapon and was still losing huge chunks of HP to mobs that are meant to be taken on at half your level range.

I’ll also say they need to allow for a way to toggle other food items in a radial menu or D-pad, because several food items carry a 60 second buff but it’s completely wasteful to use that 60 second buff food back to back to heal during an encounter as you’re just wasting the 60 second buff effect by overwriting the more rare and expensive food.

So what you want to do instead is hope you don’t get ambushed, the dangerous enemy doesn’t detect you, and then you can eat the buff food from the menu selection, while keeping the non-buff more plentiful food on the D-pad assignment, and then rush to the enemy to make sure those precious 60 seconds are not being completely cannibalized by sifting out of the UI and walking up to the mob.

Quite honestly, the buff food should last for 10-15 minutes instead imo so you can preload it and explore without worrying if it’ll be available for use when you need it.