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: