Blue Prince

Blue Prince

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let me rotate the room tiles, for christs sake.
the simple fact that you cant basically guarantees that you are going to brick your runs no matter how many variables you account for. its honestly the most frustrating mechanic ive ever interacted with in a game. if your design philosophy was "how do we arbitrarily extend the length of the game without actually having to add more content?" then man, you absolutely nailed it.
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Start your run by drafting sideways, if you try both left and right from the entrance, you have a good chance of getting Den. This gets you a gem and paths north and to the corner. If you get unlucky draft north, but keep aiming to draft sideways. You want to fill out the low ranks, while also getting rid of problem tiles. There is only one of each room. If you know you have at least 1 way to go forward elsewhere, you can put a dead end room down just to get it out of the pool.
Originally posted by Frankie Bag o' Tricks:
Start your run by drafting sideways, if you try both left and right from the entrance, you have a good chance of getting Den. This gets you a gem and paths north and to the corner. If you get unlucky draft north, but keep aiming to draft sideways. You want to fill out the low ranks, while also getting rid of problem tiles. There is only one of each room. If you know you have at least 1 way to go forward elsewhere, you can put a dead end room down just to get it out of the pool.
that is what i do, i know to min/max resources as i climb, and try my best to save 3 way rooms for slots that actually have an opportunity to take advantage of all three doors, oftentimes ill draft three doors in the entryway before ever stepping foot into any of them just so i can get an idea of which route will likely end up as a dead end etc. trust me, i know the mechanics and understand what is likely the most optimal way to draft. i try to save rerolls only for positions where it would be game over otherwise. but no matter how much i preplan, ill be deep into a run on the 9th level and then just get absolutely ♥♥♥♥ on with a dead draft. you cant really play around it. i just wish there were more mechanics in game that let you manipulate a fail state
DrBoop! Apr 13 @ 10:37pm 
Originally posted by Juicer Mcgavin:
the simple fact that you cant basically guarantees that you are going to brick your runs no matter how many variables you account for. its honestly the most frustrating mechanic ive ever interacted with in a game. if your design philosophy was "how do we arbitrarily extend the length of the game without actually having to add more content?" then man, you absolutely nailed it.

You can rotate them in some cases once you unlock some things. The lack of rotation honestly only bricked about 2 out of 25 of my runs (actually the runs with rotation it's almost too easy, once I gain the ability to rotate I basically fill the house out 100% every time.)

There are some things to pay attention to in order to have these situations come up less. Try to have branches not running parallel, as there's a higher chance you're going to basically have them collide with each other. Keep track of the common tiles you've used up, so you have a rough idea of what might come up. Don't be afraid to use one of the 3 starting branches to dead end early to get some gems, gems tend to get you out of tough spots. Realize that you will just straight up get stopped once in a while no matter what you do, so always be working towards other goals than just trying to get to 46.
Originally posted by DrBoop!:
Originally posted by Juicer Mcgavin:
the simple fact that you cant basically guarantees that you are going to brick your runs no matter how many variables you account for. its honestly the most frustrating mechanic ive ever interacted with in a game. if your design philosophy was "how do we arbitrarily extend the length of the game without actually having to add more content?" then man, you absolutely nailed it.

You can rotate them in some cases once you unlock some things. The lack of rotation honestly only bricked about 2 out of 25 of my runs (actually the runs with rotation it's almost too easy, once I gain the ability to rotate I basically fill the house out 100% every time.)

There are some things to pay attention to in order to have these situations come up less. Try to have branches not running parallel, as there's a higher chance you're going to basically have them collide with each other. Keep track of the common tiles you've used up, so you have a rough idea of what might come up. Don't be afraid to use one of the 3 starting branches to dead end early to get some gems, gems tend to get you out of tough spots. Realize that you will just straight up get stopped once in a while no matter what you do, so always be working towards other goals than just trying to get to 46.
i just think its bad game design to bake an element into a game that virtually guarantees a player can do everything right and still lose. its an oppressive mechanic that basically asks the player to make all the right choices so that you may have an opportunity to flip a coin and accomplish what youre attempting to do. and this is not just in pursuit of room 46, as all the puzzles in this game are reliant on getting all the pieces for the solution in one run for the most part. there are measures to manipulate and mitigate the rng to an extent, but even potential reprieves in the form of a coat check spawning, its still reliant on you spawning the room with the item you want, and then spawning the subsequent room that you need to use it in. its just layers upon layers of rng that just doesnt feel good to play at the end of the day. im still not quite sure how to solve this issue as its such a core part of the design itself.
Far as I know there are two ways to rotate tiles in the game, specifically there are two rooms that do it.

If you could do it for every single room, you would break the game very easily.
Originally posted by Frankie Bag o' Tricks:
Start your run by drafting sideways, if you try both left and right from the entrance, you have a good chance of getting Den. This gets you a gem and paths north and to the corner. If you get unlucky draft north, but keep aiming to draft sideways. You want to fill out the low ranks, while also getting rid of problem tiles. There is only one of each room. If you know you have at least 1 way to go forward elsewhere, you can put a dead end room down just to get it out of the pool.

Bag O Tricks indeed.
Yes unfortunately the RNG will sometimes stop you from drafting new rooms for that day, but I would not necessarily categorize that as a dead end. I have so many notes on things to experiment with and solutions to try in various rooms that it's easier to just work with whatever the game gives me on that day. Since the progression is not really linear at all, you shouldn't tunnel vision on one clue or puzzle. That will cause you to miss things.

The game gives you things to work with at its own pace, not the other way around. Like a physical puzzle box you would hold in your hand, you can't force it.
Once youve figured out how to rotate the rooms, the mansion building puzzle becomes too easy. I can understand why the dev would want to restrict rotating
Originally posted by snotty128:
Once youve figured out how to rotate the rooms, the mansion building puzzle becomes too easy. I can understand why the dev would want to restrict rotating
How do I rotate rooms?
Originally posted by FinalKingdomHearts:
Originally posted by snotty128:
Once youve figured out how to rotate the rooms, the mansion building puzzle becomes too easy. I can understand why the dev would want to restrict rotating
How do I rotate rooms?

There are two specific rooms that do this. Dovecote and Rotunda
Originally posted by FinalKingdomHearts:
Originally posted by snotty128:
Once youve figured out how to rotate the rooms, the mansion building puzzle becomes too easy. I can understand why the dev would want to restrict rotating
How do I rotate rooms?

Tiered spoilers, in case you just want a hint and then want to figure the rest out on your own.
Once you have unlocked the west gate and the outside rooms...
One of the rooms you can draft is The Shrine...
Which has a variety of blessings that it can give you in exchange for different numbers of coins...
And the cheapest blessing is the Blessing of the Dancer, if you offer 1 or 2 coins. The Blessing of the Dancer allows you to rotate any room as you are drafting it in exchange for 1 gem, and the blessing lasts for three days.
You can also purchase a very expensive luxury item
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