Thomas asked why it doesn't sell as well, so I answered as best as I can

Indeed, that’s a lot of feedback.. but the issue you’re gonna run into with both the community and the devs is that your feedback is raw and unfiltered.

IE: It takes too much effort to read and understand your points at a glance.

I asked Grok to help break it down:

View Summary of Catto's Opening Post

Introduction

  • References a Reddit post about Thomas Mahler’s confusion over why less polished games outsell “No Rest For The Wicked” (NRFW).
  • Aims to provide honest feedback to identify issues and propose solutions.
  • Expresses hope that the game improves and succeeds.
  • Tone is direct, critical, and passionate about the game’s potential.

Disclaimer

  • Acknowledges all opinions are subjective but insists standards and truths exist.
  • Apologizes for potentially harsh, rude, or vulgar language.
  • Clarifies no intent to hurt anyone; bluntness is for honesty and game improvement.
  • Notes a lack of better vocabulary, aiming for unfiltered feedback.

Firstly (Game Direction)

  • Questions devs’ goal for NRFW as an ARPG: linear like Dark Souls or replayable like Diablo/Path of Exile (PoE).
  • Assumes a replayable loop due to dailies but argues NRFW fails both ways.
  • Lacks player agency and awe (no 3rd-person view) compared to Souls games.
  • Offers fewer options and an unsuited world compared to PoE.
  • Deems NRFW inferior to current market competitors in either direction.

COMBAT

  • Harshly labels combat “dogshit,” centered on “inconvenience.”
  • Criticizes slow default walk speed as redundant and annoying, forcing trainer use.
  • Notes enemies dodge or leap across screens, outpacing players’ slow chase and limited stamina.
  • Calls bosses “dogshit,” oversized, with screen-spanning attacks, exhausting stamina.
  • Says leveling up only reduces “fake” inconveniences (stamina, mana) instead of exciting.
  • Slams potion limit (one use) and plague status as “stupid,” lacking creative fixes.
  • Finds rune attacks boring, unique weapons unsynergistic, normal weapons stuck with one dull attack.
  • Labels backstab useless due to slow speed and unreliable execution.
  • Calls parry risky, unrewarding, and pace-breaking.
  • Suggests: faster movement, more stamina/runes, chainable skills/magic for weapons.
  • Recommends fun stats (e.g., Dex for 1% speed), less focus on difficulty.
  • Proposes revamped parry: larger hitbox, builds stagger, suits all builds.

BUILDS, UPGRADES, ITEMS

  • Describes systems as “dogshit boring,” relying on inconvenience for fake difficulty.
  • Mocks upgrades like +5 item slots or extra weapon slots as “stupid” and meaningless.
  • Criticizes quality-of-life upgrades; insists all upgrades should boost power.
  • Suggests meaningful upgrades: skill points, dodge regains 3% health, or extra ring slots.
  • Finds item mods (durability, irreparable) dull; laments removed exaltation feature.
  • Calls builds unexciting: focus on rune spam or big DPS, lacking creativity.
  • Suggests: “special gems” for gear, rare drops for extra slots, mods with trade-offs (e.g., projectiles return but hurt).
  • Urges mods to encourage theorycrafting, dynamic play (e.g., dodges leave thunderstrikes).

MECHANICS

  • Praises organic Breach mechanic for adding variety.
  • Criticizes world as static, dead, with no RPG interactions or randomization.
  • Slams dailies as “dogshit, boring, a chore, uncreative.”
  • Compares to PoE’s engaging mechanics (Breach, Delirium) that refresh maps.
  • Notes good mechanics lead to unique boss fights and rewards.
  • Suggests: varied, organic mechanics, special bosses with unique items/mods.
  • Recommends studying PoE’s Settlers of Kalguur for town-building tied to survival resources.

CRUCIBLE

  • Critiques all ARPG roguelike modes, including NRFW’s, as poorly executed.
  • Mocks basic mods (e.g., +20% damage) for not enhancing gameplay.
  • Contrasts with good roguelikes (Hades, Warm Snow) offering wild, build-altering mods.
  • Notes NRFW’s speed mods only fix a bad base game.
  • Suggests: focus on fun, not balance—crazy mods (e.g., extreme attack speed, extra dashes).
  • Proposes enemy mods (e.g., boss clones) and special rewards.
  • Urges addictive Crucible mode via varied, exciting mods.

BOSSES

  • Criticizes bosses as repetitive (big swing, jump, charge) and overly giant.
  • Notes screen-spanning moves and erratic animations (e.g., Echo Knight) create artificial difficulty.
  • Contrasts with PoE’s clear, varied bosses (e.g., Maven’s beams, Jamanrath’s portals).
  • Praises isometric games (Hades, Warm Snow) for positioning mechanics.
  • Suggests: use isometric view for patterns, add voice cues for attacks.
  • Recommends varied, clear mechanics beyond just rolling away.

Co-op

  • Advises less focus on co-op, as most players are single-player.
  • Urges prioritizing combat and gameplay polish first.

Internet Rants

  • Dismisses worry over devs’ “crazy” statements affecting sales.
  • Notes great games (Factorio, Hogwarts Legacy) succeed despite controversy.
  • Insists game quality, not online rants, drives sales.

THOUGHTS

  • Mentions spending days on notes and feedback for detailed critique.
  • Reiterates subjectivity but emphasizes standards and truth in opinions.
  • Lists extensive experience: ARPGs (PoE, Diablo), Souls-likes (Elden Ring, Nioh 2), roguelikes.
  • Clarifies critique aims to help NRFW succeed, not fail, by finding its space.
  • Hopes devs learn and change to deliver a great game and boost sales.
  • Adds a plea for a transmog system.

Once I condensed your arguments, I actually agree with a lot of your points.

  • Walking feels painfully slow so I sprint everywhere.
  • Combat rewards enemy attack spam, later, once you get RoD, you’ll be the one spamming them for the easy win.
  • Knockbacks still feel cheap (due to camera lock/limitations)
  • ect, ect.

Much of this is being addressed in the upcoming “Patch 1”.
*I’d encourage you to check it out if you get a chance.

All that said, try to add references and shorthand your points so people aren’t so defensive when reading your critiques.

Example:

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