Overall Wicked Feedback

Hello everyone! I’m writing this post not only because I want No Rest for the Wicked to end as a successful project, but also because I love creating games and making them as fun as possible for players. I support Thomas in this project because he’s proven himself as a game developer and that the main goal of games is to awaken emotions in players (at least that’s what he did with me with Ori and currently with his second work, No Rest for the Wicked).

First Topic - Secondary Weapons and Primary Weapons.

This is a detail that I think can make the game a little more “realistic” in two ways:

First: Secondary and primary weapons, when unlocked, allow up to three different weapons to be used. I think these three weapons should be visible on the character “equipped,” so there’s a sense of having them on, and it would look incredible (I know it’s a lot of work, but this would add a magnificent touch to the game’s aesthetic and how the player perceives their character).

Second: These weapons should therefore have weight, and the character, as such, would have to deal with this, either with enchantments, jewels, or even spending level points on them. (There are many ways to make this possible, and it would even be interesting.)

Second Topic - The Feint.

This is a detail a bit more geared toward future PVP or very difficult bosses; I want to emphasize that the feint should exist, as it makes it possible for the player to regret using a rune and cancel its subsequent animation or even cancel a charged attack (at the cost of stamina and focus, of course). With this technique, you can even create other enchantments based on feints. Think about it, it would be really fun if one of these were: If the opponent parried during your feint, you take 10% less damage. For bosses (assuming in the future they parry or do other things related to the attacking player (for example, I’ve seen some that are designed to jump when you attack)), it would be something like: If you feint when a boss dodges or does something (related to a defensive action), you gain 40% movement speed for 5 seconds.

Third Topic - End Game (Early Access)

I want to believe that the goal of this project, once it’s complete, is for the end game to be interesting and enjoyable. In the case of early access, it happens that when the character already has all their attributes, the entire challenge of the game falls apart, and it’s very easy to deal with everything (including level 4 plague bosses, not to mention the crucible).

Make the end game more interesting, challenging, and permanent for the PVE environment. Because if this endgame is the one intended for final development, at least in the PVE area, it will be monotonous and therefore will succumb to boredom. I have thousands of ideas to prevent this from happening.

Fourth Topic - Hardcore sense

I understand that for some players, for some reason, learning the same pattern over and over again, until they manage to memorize it and beat the game that way is “rewarding” (To me, it seems pointless). Hardcore should, in my opinion, be a realm where everything is ridiculously difficult (and where you can die without any problem). Each enemy and boss is different and with variant mechanics, stronger attacks and formidable stamina. Bosses with companions that measure your damage-dealing capacity and survivability (exactly the same bosses, but much more skill-demanding). We’re talking about exactly the same story, bosses and enemies, BUT with a rather spicy touch with a lot of wasabi. The point of all this difficulty? That everyone can participate without fear of wasting their time AND that the items and weapons that are released in this realm are stronger in statistics (quality for the player and reward for achieving the unthinkable) and that these Hardcore weapons and armor can be taken to different servers (PVP or PVE). That, for me, is Hardcore.

So far, the game is incredible and a work of art in my opinion; however, I don’t want it to become boring and easy to “play” once it’s finished. There are so many ways to make a game of this nature perpetually fun that I don’t have enough words in this forum to describe them.

Fifth and final topic (optional) - Hammers, blunts, clubs, etc.

This detail is a bit of my personality (because I love these types of weapons). I would like to see smashing animations or some enemies being thrown with force when hit by this type of weapon; instead of being ripped to pieces, having their bodies completely crushed in the area with certain charged attacks or runes would give it a special touch. It’s worth adding that if a legendary or very heavy weapon could even throw monsters sideways with very sudden force, causing them to take damage and explode if they die, that would be even more incredible (I’d do it if it were my project, haha).

Without further ado, I send a heartfelt hug to the developers of this beautiful project. I hope this feedback has been of some use.

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