Blue Prince

Blue Prince

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Mystiax 11 avr. à 9h16
4
Is this supposed to be fun?
I feel no sense of accomplishment doing any of the stuff I've been doing. Just feels like spending time.
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Affichage des commentaires 16 à 30 sur 191
Kawaiian Pizza a écrit :
This is so crazy. I haven't played the game yet but all of the reviewers that I follow are glazing the absolute HELL out of the game... but so many user reviews are calling it all so mid. Didn't think the biggest puzzle was going to be how fun the actual game is. Makes me want to see it for myself.

The game is absolutely fantastic. Tastes differ, sure, but it's easy to see why so many of the critics are raving about it. I think to it's detriment, a lot of people got it twisted that a rogue lite puzzle game was going to blow them away after seeing the buzz, when they weren't really into either genre to begin with.
bshock a écrit :
Kawaiian Pizza a écrit :
This is so crazy. I haven't played the game yet but all of the reviewers that I follow are glazing the absolute HELL out of the game... but so many user reviews are calling it all so mid. Didn't think the biggest puzzle was going to be how fun the actual game is. Makes me want to see it for myself.

The game is absolutely fantastic. Tastes differ, sure, but it's easy to see why so many of the critics are raving about it. I think to it's detriment, a lot of people got it twisted that a rogue lite puzzle game was going to blow them away after seeing the buzz, when they weren't really into either genre to begin with.
no the game is just wayyyyyyyy too harsh with the resources it gives you. It's not fun when half your runs are completely pointless, especially with how much time the game wastes with animations and repeating the same puzzle or imputing the same code over and over.
wildcardbitches a écrit :
bshock a écrit :

The game is absolutely fantastic. Tastes differ, sure, but it's easy to see why so many of the critics are raving about it. I think to it's detriment, a lot of people got it twisted that a rogue lite puzzle game was going to blow them away after seeing the buzz, when they weren't really into either genre to begin with.
no the game is just wayyyyyyyy too harsh with the resources it gives you. It's not fun when half your runs are completely pointless, especially with how much time the game wastes with animations and repeating the same puzzle or imputing the same code over and over.
Like any roguelike, you'll get naturally get better and handling resources later as well as other tools for gathering those resources.
wildcardbitches a écrit :
bshock a écrit :

The game is absolutely fantastic. Tastes differ, sure, but it's easy to see why so many of the critics are raving about it. I think to it's detriment, a lot of people got it twisted that a rogue lite puzzle game was going to blow them away after seeing the buzz, when they weren't really into either genre to begin with.
no the game is just wayyyyyyyy too harsh with the resources it gives you. It's not fun when half your runs are completely pointless, especially with how much time the game wastes with animations and repeating the same puzzle or imputing the same code over and over.
I've been playing for quite a while and I can't think of any time where I've had to input the same code over and over again.
Similar puzzles, sure; the parlor & billiards room are the same type of puzzle, but I've been playing pretty much since release and have yet to have them actually repeat a single puzzle.
Also, reaching the Antechamber every run is very possible; I'd recommend trying to focus on doing every little metapuzzle you find. If you hit a dead end in your run, try and find some clues to jot down and help advance your metaprogression.
CdbSora a écrit :
I've been playing for quite a while and I can't think of any time where I've had to input the same code over and over again.
the gems are always in the black chest.

the safe always has the same combination.

the floor couplers in the boiler room always connect the same way.

the pump station always moves water the same way.

the observatory never needs to be moved to find new constellations.

the password to the terminal never changes.

the photos in the darkroom are always the same.

once you've played about 10 days, you've encountered almost everything the game has to offer in terms of puzzles, save the final antechamber access.

the only thing that prevents you from completing the game is rng in drafts.

great concept, superb atmosphere, but poor rng reliant game design.

we have a problem in general in games lately that confuse randomness with difficulty or challenge.
Dernière modification de 功夫kappa; 11 avr. à 14h48
Feep 11 avr. à 15h07 
功夫kappa a écrit :
CdbSora a écrit :
I've been playing for quite a while and I can't think of any time where I've had to input the same code over and over again.
the gems are always in the black chest.

the safe always has the same combination.

the floor couplers in the boiler room always connect the same way.

the pump station always moves water the same way.

the observatory never needs to be moved to find new constellations.

the password to the terminal never changes.

the photos in the darkroom are always the same.

once you've played about 10 days, you've encountered almost everything the game has to offer in terms of puzzles, save the final antechamber access.

the only thing that prevents you from completing the game is rng in drafts.

great concept, superb atmosphere, but poor rng reliant game design.

we have a problem in general in games lately that confuse randomness with difficulty or challenge.
1) No, they aren't.
2) That's how safes work.
3) They stay that way after solving them; you don't need to do them again.
4) You need to move water around to different places to accomplish different things.
5) That's how passwords work. There's also a shortcut to input the last attempted password.
6) That's how photos work. You don't need to look at them again?
7) LOL no. This is the most hilariously wrong thing in this post.

Tastes may vary, but this is a ridiculous post.
To add to the above, about the observatory; would having to move the telescope every single time you find it not just be what was complained about before, having to do a repetitive task over and over again every run? As is, the Observatory is pretty much your first source of metaprogression the game offers; i dont think turning the telescope every day would be adding much substance.
功夫kappa a écrit :
once you've played about 10 days, you've encountered almost everything the game has to offer in terms of puzzles, save the final antechamber access.

Do you have 100% achievements? Hilarious thing to say if you haven't even beaten the game. And btw, getting to the Antechamber isn't the final goal at all, more like the first.

OP: Could be the game just isn't for you. Nothing wrong with that!
Dernière modification de UberDrive; 11 avr. à 15h18
3h in, i feel numb to the loop. All the rooms feel the same

Open door
Scan for item spawns if it did spawn ( they dont seem to change)
run to door
open
repeat
Kawaiian Pizza a écrit :
This is so crazy. I haven't played the game yet but all of the reviewers that I follow are glazing the absolute HELL out of the game... but so many user reviews are calling it all so mid. Didn't think the biggest puzzle was going to be how fun the actual game is. Makes me want to see it for myself.

Because they don't understand or they do not derive joy from figuring things out on their own.

THE KNOWLEDGE THAT YOU LEARN, IS THE META PROGRESSION.

If you are only looking at the rogue like aspect of the game, you're missing the point. I have a 7 page notebook from the demo alone filled with bits and bobs. This is a mystery and discovery game based on the book THE MAZE.

I will say that relying on the rng to distribute bits of the game was a bold choice but it is justified in the lore.
Dernière modification de PersonalC0ffee; 11 avr. à 15h41
Foozo a écrit :
3h in, i feel numb to the loop. All the rooms feel the same

Open door
Scan for item spawns if it did spawn ( they dont seem to change)
run to door
open
repeat

You're doing it wrong. Start exploring.
Yes it is, its a video game. You are supposed to enjoy it. If you are not enjoying it then maybe its not the game for you. Thats fine. There's 10s of thousands of games out there that you aren't going to like or ever play. This is fine.

You just move on and find a game you do enjoy.
yeah this game is like a legitimate psyop
J4MESOX4D a écrit :
I'm kinda glad I didn't bite the bullet and buy it yesterday. I was very encouraged by the pre-release reviews but then remembered to take them with a pinch of salt as they are never reflective of that of the paying community. One of them even plays the 'best game I've played in years' card once a month in their reviews so it all becomes meaningless.

I'm still intrigued by the game but I'm going to wait and see what the wider reception is like but this likely wont scratch my Obra Dinn itch.

There were SO MANY REVIEWS that said something like "This is the best game ever created!". It really made me wary.
Feep a écrit :
功夫kappa a écrit :
the gems are always in the black chest.

the safe always has the same combination.

the floor couplers in the boiler room always connect the same way.

the pump station always moves water the same way.

the observatory never needs to be moved to find new constellations.

the password to the terminal never changes.

the photos in the darkroom are always the same.

once you've played about 10 days, you've encountered almost everything the game has to offer in terms of puzzles, save the final antechamber access.

the only thing that prevents you from completing the game is rng in drafts.

great concept, superb atmosphere, but poor rng reliant game design.

we have a problem in general in games lately that confuse randomness with difficulty or challenge.
1) No, they aren't.
2) That's how safes work.
3) They stay that way after solving them; you don't need to do them again.
4) You need to move water around to different places to accomplish different things.
5) That's how passwords work. There's also a shortcut to input the last attempted password.
6) That's how photos work. You don't need to look at them again?
7) LOL no. This is the most hilariously wrong thing in this post.

Tastes may vary, but this is a ridiculous post.
1) yes they are, and if they aren't the proportion of variability is so low as to be negligible. in 18 days, the only time i haven't pulled the gems is when i chose the white box. they've been in the black box every other time. not exaggerating.
2) this is a game built on RNG and puzzle solving. there is no reason not to have variability within codes needed on any given run. don't say that would make it too difficult to find and solve, since the game already hinges on luck finding the lever.
3) yes, they stay that way. which doesn't make my point any less salient, in fact, ir reinforces the lack of variability.
4) yes, you need to move water depending on the draft. but it's always the same process with the same levels and the same levers to pull. no variability.
5) see 2.
6) see 2. the opportunity to use the darkroom to supplement clue finding for puzzles like the safes seems pertinent, since they already have linked rooms that appear in the draft depending on prior rooms being build. the dependencies already exist.
7) what's so hilariously wrong about my assertion that after 10 days, the pattern of the game becomes clear and the only thing preventing you from finsihing is the rng of the draft?

responses like YOURS are ridiculous. ♥♥♥♥♥♥♥ white knights.

i LIKE this game. that doesn't make it perfect.
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