Hi Moon Studios and everyone,
I see the forum’s is on fire right now, the community’s split because the difficulty, and the devs are juggling like crazy trying to keep everyone happy. And in the middle of it all, there’s this beautiful game. In short i think that the most of the complaints about “excessive difficulty” aren’t really because the combat or attribute systems are poorly designed, they’re more about players messing up their stat builds or getting stuck with a weapon that just doesn’t feel right .
Let’s start with the stats reset system:
Introduction: I’ll try to keep it short. The game features an impressive variety of weapons and playstyles — this aspect is outstanding, and it seems like all players agree on that. However, the opportunities to try out different combat styles and explore the rich weapon system that No Rest for the Wicked offers are very limited. And by “limited,” I mean almost non-existent for the average casual player. I’ve seen comments complaining about stamina costs, damage output, and slow attack speeds — but I honestly don’t think those are real issues. The truth is that this game has weapons and playstyles where those concerns don’t really apply. In fact, there’s so much variety that I believe every player can find a way to play that suits them.
The problem: In practice, players need to progress far enough to unlock the stat reset function, meaning they’re stuck during the early part of the game with a very limited range of weapon options. And for any casual player taking their time, that feature might go unnoticed for easily 15+ hours of gameplay — and that’s being generous. This, to me, is the clearest case of the game unintentionally getting in its own way.
Suggestion: Please consider letting players explore weapon variety, try different combat approaches, and reset the stats. Let the depth and richness of your combat system shine from the start. Give players the chance to avoid frustrations like low damage (perhaps due to suboptimal stats), or high stamina usage (maybe because they’re dodging a lot and using a medium-to-high consumption weapon).
Possibles solutions:
- Include a chest at the beginning of the game with some basic weapons so that before they level up and have to increase their stats they can try out different combat styles.
- Making the reset statue available in the Crucible from the beginning with a indication to warning the player.
- The most radical solution: include this function in the bonfire. I understand that such a decision can be difficult.
Edit: The relationship between the food system and the Crucible required a separate comment. It can be found in another reply within this same topic. See here: Suggestions about re-spec to avoid confusion on the first players run - #5 by Bl.z
Edit 2: I’ve removed here the reference to the food system. I don’t want to distract from the main topic.
With all that said, let me emphasize again that I’m having a great time with your game. I think it’s an excellent piece of work, and everything I’ve shared here comes from a place of genuine appreciation and respect.