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You're supposed to clean the room you're in (using left-click with the mouse on keyboard, and right stick with some other button for controller) until something happens and your character wants to leave to see what's going on.
Afterwards, you'll find The Brush, which you'll need to pick up.
Then, you can get out of the Wielder Tower, and your next objective will be to find someone named Blackberry.
Does this help?
So far, all the game does is tell me how to use the brush - and I already got that by looking at controls.
There is no objective, or anything.
You're supposed to go south-east, past some trees that ungrow when you paint them.
(I'm not sure what stresses you out, but there's no time limit or anything, this is supposed to be a mostly peaceful game.)
Some characters asked me to paint them something, and the result is painful to look at. All the edges that don't align with the painted areas...
Upon doing all the excruciating puzzles, Blueberry was found. And a boss battle began - without explaining ANYTHING about how it works.
I feel like a large part of the point of the game is to not try too hard to be perfectionist (or maybe to not try too hard period?) with your art, to accept imperfection and love your art regardless. Many things are literally impossible to paint "perfectly".
If that stresses you out, i'm not entirely sure how to help.
I'm starting to think that maybe you're expecting the game to tell your more precisely what to do than it actually does?
(The game does actually explain how the boss fight works, just not with words.)
Actually, what are you expecting this game to be?
It was recommended to me, for some reason, when I asked about easier platformer games (and it, obviously, is not a platformer game).
When I saw a familiar composer name, I decided to give it a try and see what it is about.
However, I don't really understand what "adventure game" even means.
Well, the game does tell you certain things very precisely, and in detail. All those "you can make your brush bigger if you want by pressing X", and "this is how to use eraser".
And then, it just doesn't. And leaves you in the (literal) dark.
My apologies; I hadn't recognized your username. I'm the one who recommended this game to you...
I did say then that there was some but much platforming (it starts later), which was one of the reasons i recommended this game.
I recommended this game because it's mostly peaceful, where you can take your time and freely enjoy the movement (mostly once you get movement upgrades), and in my (possibly flawed) experience, enjoying movement makes you naturally get better at it.
I'd completely forgotten about the fact that drawing can be frustrating to some, especially given that this game doesn't allow "perfection"
It does teach you the controls precisely, but almost everything else isn't taught with words, like how some trees ungrow when painted, how mushrooms launch you around (those things are taught in part by being positioned in ways that suggest how to use them, and in part by letting you experiment and figure them out), and how to fight the first boss.
The game teaches you how to fight the first boss by letting you fight some eyes without being attacked, and only afterwards the boss fight really starts, so that you know how to attack them when they're vulnerable.
(By the way, i'd mentioned it when i recommended this game, but like Celeste, it does have options to make certain parts (especially boss fights) easier, with for example an option to change the game speed.)
(I'd also forgotten that the bosses are quite difficult. They have checkpoints between each of the many small phases, but even then i thought they were easier than they actually are, sorry.
I'd completely forgotten the multitasking aspect of boss fights.)
You've probably found the first phone booth. I don't remember if you're forced to interact with the first, but in case it wasn't : You can always use them to get hints or even precise directions for how to progress.
If you find the painting aspect frustrating and the game generally doesn't appeal to you, then my recommendation was probably quite flawed.
That's a problem with you and not the game. It means you can't handle a game that doesn't lead you by the hand and tell you where to go with a big bright shiny beacon. Not all games are like that...Chicory is one of many that encourages exploring a world. Some people like that. You clearly don't.
In the end, it's clear this game ain't for you, OP. If you haven't already, I'd say move onto something else. Specifically something linear.
>when I asked about easier platformer games (and it, obviously, is not a platformer game).
This makes no sense. Platformers are traditionally difficult games...why would you want one and want it to be easy? Do you mean a side-scroller in general? I could recommend some easier stuff I know of but I don't know if you even know what you want.
>However, I don't really understand what "adventure game" even means.
Action-adventure. An action game with real-time gameplay but with some RPG and exploration elements. Zelda games are action-adventure. But this game has little combat so it's somewhat of a "combat-less adventure" game...but with mostly puzzle elements on how to get through areas and find items. So an "adventure-puzzle" game? Trying to figure out genres is a lost cause anyway...most people don't even know what the old genres mean anymore.
Because I wanted something that will help me learn how to play them before trying those intended for experienced players.
Some stuff that was recommended to me ended up "mechanically simple, but impossibly hard to play": perfect example of that is Dadish. The only "simple" thing about it, is the limited amount of buttons you can press. But the game very quickly (in just 7 minutes!) reached a point where it becomes about extreme timing precision. You have to press the button for mid-air jump at a very precise moment, or hit the omnipresent spikes and go back to the beginning of the entire level.
In many platformers and adjacent games I like the aesthetics.
Example of a game involving platforming but not trying to make this specific aspect challenging, is Axiom Verge. In comparison, I got stuck in Hollow Knight when every available way forward is a platforming challenge (as opposed to a boss fight, or a puzzle).
> Zelda games are action-adventure
I've never played those, since they were never released on PC. So my understanding of how they play is quite limited.
Overall, I am simply trying new games. And quite a few market themselves as difficult, challenging, or whatever synonym they decided to use. As if that was an undeniable benefit.
And when you haven't played other games of that genre, their "difficulty" becomes too high to even try to enjoy it - because there is no process to enjoy. You're just stuck.
Well, Metroid games have platforming but the emphasis isn't on difficult platforming. Maybe start there. But those games also have a lot of exploring and you don't seem to like that.
>perfect example of that is Dadish. The only "simple" thing about it, is the limited amount of buttons you can press.
I don't get what you're asking for. You want a platformer but you don't want to have to deal with danger. Dadish's gameplay looks pretty basic and you don't seem to even want that. Seems to me you don't want challenge at all.
>it becomes about extreme timing precision.
I watched a clip. There's nothing "extreme" about any of that. All this tells me is you can't handle platforming.
>Example of a game involving platforming but not trying to make this specific aspect challenging, is Axiom Verge.
That's in the "Metroid" mold I mentioned. It's a side-scroller but there's little emphasis on platforming...it's mostly exploring and fighting stuff. Also, that game is non-linear so I don't get why you can handle that and not Chicory.
Other nice sidescrollers light on platforming: Phoenotopia, What Lies in the Multiverse, Astalon Tears of Earth, Flynn Son of Crimson, Legends of Ethernal, Hunter's Legacy, Narita Boy, Master Blaster Zero 1,2,3...
>And quite a few market themselves as difficult, challenging, or whatever synonym they decided to use. As if that was an undeniable benefit.
They're all going to market themselves with as many tags as they can...that's how you get attention.
>And when you haven't played other games of that genre, their "difficulty" becomes too high to even try to enjoy it
I dunno...you have a lower threshhold for this than most. You couldn't even TRY exploring in Chicory before you quit. There was nothing keeping you from exloring...you just refused to do it. I don't get what you're asking from your games when you don't even try.
Why, then, they choose to use "difficult" but not "approachable" or "beginner-friendly"?
This is not a case of just putting as much words as they can there. It's a specific choice.
They expect the audience to prefer higher difficulty.
Chicory had a nightmarish boss fight without any explanation for what exactly is expected of me. Most games that feature boss fights, feature smaller fights before that - and you can at least try using the same approach on the boss (and see what works and what doesn't).