First of all, what you are creating as a video game is incredible, really!
I have supported you since the first day of early access and I will continue to do so, which is why I am writing this topic today.
I will only mention the ideas that could improve the experience, mine obviously but potentially that of players who have made certain criticisms.
The most important thing in my opinion concerns the allocation of points when leveling up. The principle of freedom that you have implemented and the available attributes are a very good foundation, but the frustration comes from the fact that No Rest for the Wicked offers many weapons and armors, and therefore just as many ways to play. However, once our points are allocated, it is often frustrating to see a potentially great weapon unusable due to prior choices.
We have two options left: create multiple characters and farm their worlds, then share certain items, or reallocate points every time we find an interesting weapon or armor…
Why not allow the possibility to reassign points at any time? It would fit the game’s dynamics and I think it wouldn’t harm the coherence and progression at all.
Currently, I am STR and DEX, but my random loot is very often composed of SRT and FAITH weapons… If I switch my points, I won’t be able to use my current set anymore, of course, but I could change my gameplay, use my loot, and not have to farm to reallocate my points. It would really be a joy to think that every find I make could be usable!
The second point, the crucible, why was it changed in the first place? I don’t understand what a rogue-lite system is doing there, especially since it doesn’t reward much! Before, each session provided loot and resources. I remember changing equipment several times after multiple runs in the crucible, without even defeating the knight. It was very enjoyable to go back there. The 3 meager chests currently in the middle of the path don’t offer much, so you have to go through all the trials and defeat the boss to hope for something decent… Moreover, assigning ephemeral skills in this universe seems out of place to me and somewhat breaks the overall coherence.
Consistency that I find incredible and that makes me love your game, which, by the way, has somewhat lost its charm with, for example, the possibility of buying houses BEFORE defeating Darak and the famous speech by Winnick.
Finally, the teleportation system. I hardly ever use them and I even prefer games without them, but since you’ve implemented it, go all the way and allow players to move between each whisper. As it stands, it seems half-hearted.
Despite these points, I find No Rest for the Wicked incredible and each session is pure joy. By the way, stay the course, stick to your ideas, and don’t take all our opinions and remarks as truths. The games that last, that leave a mark, are those that have been nurtured by their creators with a clear vision.