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Een vertaalprobleem melden
I would suggest OP stop looking to steam reviews and forums for external validation before he hurts himself.
This is a great way of putting it.
Most of the puzzles I was solving that weren't entirely self-contained within one room, were just me thinking to myself, "Oh, that finally showed up. Okay, check that box..."
I wasn't feeling clever or excited for solving puzzles. I was feeling more... relieved. Like this monkey finally got off of my back. Because the dictation is just circumstances coming together with minimal input from myself, not me being good at solving puzzles or managing mechanics.
In fact, I enjoyed the single room puzzles the most, now that I think about it from this angle.
When i played the demo last year, (and stopped after a few runs and reaching the Antechamber aso as to not spoil the game on release) it felt like it was going to be more like a 8-10 hour game, maybe a bit longer to get all the secrets. Its was basically a puzzle game with a cool premise mixing with drafting rooms.
The problem is while many of the 'challenging' puzzles are solvable from information provided in the game, this information is pretty much never provided prior to encountering the room the first time, and judging by what I've experienced after aren't provided for 10-20-30 hours into the game - mostly due to RNG. This is frustrating, as you never know when or where that information is going to come from, then on top of that, you have to then draft and be able to place that room again to solve the puzzle!
For example, many of the safe codes have various hints throughout the game, but most of these are only accessible after considerable game time, one needs you to have visited almost every cell in the map! Yet several of these safes are available from the start of the game, so you are shown safes that if you need the hints are not going to be solvable for a long time, which is frustrating as they are a good resource for gems per run.
This all adds up to a game, that whilst I loved the concept, its implementation has just wasted my time at every point and that's not even including the lack of QOL features that were heavily explained and discussed during the demo!
For my run I didn't really get anything (permanent upgrades, access to various places etc ) until after day 22. Then by day 25 I suddenly had everything needed (and more) to 'beat the game' (room46). So my experience wasn't a nice drip feeding of information, upgrades, puzzle solutions etc, after day 4 or 5 it was then 17 days of almost nothing, then a sudden rush of important rooms. Hence the RNG is bad!
I do think some of the puzzles would be more suitable to a more conventional adventure game where you can go back to clues at your leisure. Sigils , Final exam and getting to the safehouse feel like they would be at home in a Riven type game.