Blue Prince

Blue Prince

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Are a lot of rooms just... empty?
I went into this game's demo expecting lots of puzzles (I thought it was sorta like an escape room at first), but it seems far more about resource management... a lot of rooms seem to be totally empty (in terms of interactables).

Because of this, I find it a bit tedious looking for items or anything interactible in rooms.

Any chance this will change in full release?
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Showing 1-6 of 6 comments
wuse_major Jun 18, 2024 @ 11:22pm 
I got that impression initially as well, but there's more here than you think. That said, an accessibility option that highlights interactables might be worth considering.
⎝⧹Quirken⧸⎠ Jun 19, 2024 @ 12:32pm 
I mean, I did notice that sometimes there were things hidden in rooms that weren't part of the room description, but that seemed relatively rare. And definitely hard to spot without the metal detector, since there's generally a lot of clutter.

But it felt like RNG determined the success of your run more than your choices, assuming you are careful with your resources. Several times I got really close, and ended up with tile drafts that left no possible path forward. Given you also need to pull levers to open the final room and approach the room from a side that you've opened... I dunno. Seems like there's not enough ways to mitigate the luck.
Binnie Jun 20, 2024 @ 8:57am 
Originally posted by ⎝⧹Quirken⧸⎠:
I went into this game's demo expecting lots of puzzles (I thought it was sorta like an escape room at first), but it seems far more about resource management... a lot of rooms seem to be totally empty (in terms of interactables).

Because of this, I find it a bit tedious looking for items or anything interactible in rooms.

Any chance this will change in full release?
there are secret puzzles that are much larger than you think. This is a DEEP game. It will take a while to understand even what is a puzzle.
Binnie Jun 20, 2024 @ 8:57am 
Originally posted by ⎝⧹Quirken⧸⎠:
I mean, I did notice that sometimes there were things hidden in rooms that weren't part of the room description, but that seemed relatively rare. And definitely hard to spot without the metal detector, since there's generally a lot of clutter.

But it felt like RNG determined the success of your run more than your choices, assuming you are careful with your resources. Several times I got really close, and ended up with tile drafts that left no possible path forward. Given you also need to pull levers to open the final room and approach the room from a side that you've opened... I dunno. Seems like there's not enough ways to mitigate the luck.


The success of a run is a little bit luck, but mostly understanding how drawing works. You will get better and better at it.
⎝⧹Quirken⧸⎠ Jun 21, 2024 @ 11:31am 
Originally posted by Binnie:
Originally posted by ⎝⧹Quirken⧸⎠:
I went into this game's demo expecting lots of puzzles (I thought it was sorta like an escape room at first), but it seems far more about resource management... a lot of rooms seem to be totally empty (in terms of interactables).

Because of this, I find it a bit tedious looking for items or anything interactible in rooms.

Any chance this will change in full release?
there are secret puzzles that are much larger than you think. This is a DEEP game. It will take a while to understand even what is a puzzle.
Yeah, I've found some of them and have the sense of others that I hadn't solved. Doesn't change the fact that most rooms don't have anything in them to do just because there are some hidden puzzles that span rooms.
Thalax Jun 30, 2024 @ 8:42am 
I can't recall where exactly, I think it was in the start/opening the game...
But the devs did note somewhere that many things were removed from the demo.
So presumably in the full game there will be a lot more to discover.
Considering it's a demo, there is plenty to figure out already.
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Date Posted: Jun 12, 2024 @ 9:53pm
Posts: 6