Suggestions regarding character controls and weapon movesets

Hello!

The combat and movement systems are really good, and the unique rune attacks are truly awesome, but it would be nice to have more depth/control of the character.

It is obvious that this game’s combat and movement system is inspired by FromSoftware. So the following suggestions are made in consideration of this; imitation is the highest form of flattery and in this case, testament to FromSoftware combat and movement design. But No Rest for the Wicked has its own thing going for it: a birds-eye camara, incredible art and sound, clever level design, and, potentially, a grand story.

Now, let’s add depth to the movement and combat systems:

-An alternate attack set for each weapon like strong attacks. Dedicate these attacks to its own button. The player could vary the attacks between the existing attacks (button X) and an alternate attack set (unsure which button to map to); include a running and rolling attack to the alternate attack set. This would add incredible depth, especially for the eventual PvP rollout.

-Add a dedicated jump/climb button separate from the run/roll. This gives the player more control navigating environments.

-Switching between consumables is inefficient. If bombs are currently equipped, but the player wants to switch to a weapon oil, they have to hit and HOLD down on the D-pad, then use the analog stick to the right or left to select the weapon oil, then hit down again on the D-pad to use the oil. Consider just mapping consumables to its own button, then all that’s needed is hitting down on the D-pad until the desired consumables is reached, then hit the mapped button for those consumables. This requires fewer inputs needed and it’s easier to memorize button presses than time a left-or-right analog scroll. This is a boon for PvP.

-A backstep that offers half the iframes or the player takes damage, but is not stunned during the animation and can follow up with any attack. It would be nice to have more control of the character-to-enemy spacing that doesn’t require a quick-step or dodge roll.

-Allow for slightly longer attack delays between weapon attack combos. Most weapons have a 3 weapon attack combo (button X, X, X); consider allowing for longer delays between the 2nd and 3rd attack in the weapon attack combo without breaking the weapon attack combo chain. This really challenges the precision and control (skill) of the player as they can fake-out enemies (PvP) with these long delays.

-Allow for the use of weapon oils mid attack combo without breaking the attack combo chain. Example, after the second attack in a weapon attack combo (button X, X), the player uses a weapon oil and can still finish with the 3rd attack in the weapon attack combo without breaking the weapon attack combo chain. This would provide incredible depth.

The incredible character movement and combat depth of FromSoftware games is precisely why they remain popular years after release. No Rest for the Wicked can offer this level of character control/precision in a wholly unique perspective with incredible art direction and level design. A true masterclass of game design.

I am truly excited to see this game develop as NRftW is already a special game.

Cheers!

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some of the suggestions here could maybe also help out with this topic: The problem i see with attack runes : Vast dynamic movesets VS Spamming one button

I’m in favor of mapping the elixirs on the R3 analogue, this would help a lot in combat, as it is, having to take your finger off the analogue that moves the character to press the d-pad to find the elixir you want and then press to use it It’s almost impossible in the middle of a fierce battle