Constructive Developer Feedback & Improvement Suggestions
Thank you for your work on this game. The core concept is strong, and it’s clear how much effort has been put into the world, puzzles, and atmosphere. That’s precisely why I want to offer constructive feedback, because there’s a lot of potential here.
Loot & Item Usage
Currently, many items are barely usable due to very high requirements or weight.
Even rewards like the level 13 set feel more frustrating than motivating as a result.
Suggestion:
Significantly reduce the requirements and weight of previous items. Or give player a better way to change there skillpoints.
Offer more gear that’s immediately usable.
Loot should noticeably support progression, not just be something to be sold.
Progression and Skill System
The system, inspired by Dark Souls, is understandable, but currently feels very restrictive.
Players are held back rather than encouraged to experiment and additional you added a heavy restricted carry limit - wihle you can save literly anyitems you like in darksouls, your inventory is blockeding you from collectiong anything you have to travle duzend times you carry what you want to where you want it its very annoing in a game with intresting crafting and even housing you limt your players with item managment and make it frustrating to explore your game deepth.
Suggestion:
More flexibility in skill allocation
Clearer impact of individual attributes
Defently more space to carry items or at least better buildable chests / stashes
Enemy Scaling & Difficulty
The difference between low- and high-level enemies is extreme.
High-level enemies kill very quickly, while low-level enemies pose no challenge.
Suggestion:
Finner scaling instead of harsh level jumps
More focus on attack patterns, timing, and positioning
At the current state the fights are not very engaging you do use terran more then the actual mechanic to cheese mobs because its much more effectiv what cant be inmtented and thats frustrating again.
Difficulty should primarily arise from game mechanics, not numbers
Challenge vs. Frustration
Currently, the challenge often stems from bugs or ambiguities, not from gameplay. I die when my charakter choses to jump of a ledge or meets a new mob that quad attacks from 1 screen away.
Suggestion:
Focus on fairness and clarity in combat
No need for red markers buit clear feedback signals for damage, hits, and errors
Strengths of the Game
A very beautiful and cohesive 3D world
Well-designed puzzles
Exploration feels rewarding
UI, Menus & Controls
The controls are solid, but the UI and menus feel unnecessarily complicated and seems to be consol effectiv but horrable for pc. When you play 30 years games and meet those UI you wish the good old times back.
Suggestion:
Reduce menu depth
Clearer display of stats, weight, and requirements
Playtime ~30 hours
first hours the game feels very hard you cant use items and mob kill you very fast
you learn to deal with them or ignor them
later on you struggle with the menu and UI specialy with item menagment
Why is there a free EA player set for level 13 that you cant even wear?
Camera & Comfort
The camera has been noticeably improved, especially regarding motion sickness.
(i turned of shaking totaly) (but why can i not zoom during the game and need to use the UI menu thats so arkward)
This is a clear step in the right direction.
Suggestion:
Further fine-tuning (FOV, camera acceleration, filters) for players prone to motion sickness
Conclusion
The game has a very good vision and many strong individual components. With more usable loot, fairer scaling, and clearer progression, it could retain significantly more players long-term. I play it because I see the potential – and hope that these points will help to further improve it.