Installer Steam
connexion
|
langue
简体中文 (chinois simplifié)
繁體中文 (chinois traditionnel)
日本語 (japonais)
한국어 (coréen)
ไทย (thaï)
Български (bulgare)
Čeština (tchèque)
Dansk (danois)
Deutsch (allemand)
English (anglais)
Español - España (espagnol castillan)
Español - Latinoamérica (espagnol d'Amérique latine)
Ελληνικά (grec)
Italiano (italien)
Bahasa Indonesia (indonésien)
Magyar (hongrois)
Nederlands (néerlandais)
Norsk (norvégien)
Polski (polonais)
Português (portugais du Portugal)
Português - Brasil (portugais du Brésil)
Română (roumain)
Русский (russe)
Suomi (finnois)
Svenska (suédois)
Türkçe (turc)
Tiếng Việt (vietnamien)
Українська (ukrainien)
Signaler un problème de traduction
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.
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.
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.
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.
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!
Open door
Scan for item spawns if it did spawn ( they dont seem to change)
run to door
open
repeat
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.
You're doing it wrong. Start exploring.
You just move on and find a game you do enjoy.
There were SO MANY REVIEWS that said something like "This is the best game ever created!". It really made me wary.
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.