u/Manamepet

Glimpse should not be a finite resource

Edit 1: new players be ware DO NOT SPEND GLIMPSE ON LOCATING SHELLS OR SUMMONING it is a waste.

Edit 2: or allow us to respec.

The current implementation leads to two pretty bad experiences for players.

A: You’re afraid to spend Glimpse on shells because you don’t know if a better one is coming later. So you end up hoarding the resource and barely get to experiment with different shell abilities.

B: You spend Glimpse as you encounter shells because you actually want to try their abilities, only to realise later that you’ve locked yourself out of some of the later-game shells or spread your Glimpse too thin to properly max out more than one.

Either way, neither feels particularly good. And on top of that, you can also spend Glimpse on locating shells and summoning them, which essentially feels like flushing a valuable resource down the toilet.

This resource seriously needs an adjustment.

Being able to respec would be ok too I suppose, but ideally imo glimpse should simply not be finite. The whole point should be encouraging experimentation, not making players feel punished for actually using it.

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u/Manamepet — 21 hours ago

The lack of frequent beacons is a great design choice

This might actually be a controversial opinion based on some of the posts I’ve seen here, but IMO it makes exploration far more rewarding and finding shortcuts much more satisfying.

It reminds me a lot of Dark Souls 1. When you’re low on healing and have no idea when you’ll next reach a bonfire, there’s a genuine sense of tension in deciding whether to turn back or push forward just a little further. Then, when you finally discover a bonfire or shortcut, there’s an actual sense of relief and accomplishment.

Dark Souls 2, 3 and Elden Ring didn’t quite capture that feeling for me. I always felt like another bonfire or Grace was never too far away, which made the world feel less threatening and, in turn, changed how I approached exploration.

That’s what I really like about Mortal Shell 2. Being pushed further away from safety creates a much stronger sense of isolation and uncertainty. You’re not just exploring because you want to see what’s there; you’re constantly weighing up whether it’s worth pushing your luck.

And when you finally find that beacon or shortcut, it feels exhilarating. So yeah, I think that’s a really good design choice.

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u/Manamepet — 2 days ago

Sprint feels terrible on controller after the update

Having sprint be either on or off indefinitely feels horrid on controller. I’ve never known a game where toggle sprint remains even after you stop moving.

For now I’ll just play with toggle off, but frankly I hate having to hold the sprint button. Please give us the option for regular sprint toggle again!

reddit.com
u/Manamepet — 21 days ago