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I would add that if you don't enjoy puzzle games a lot then you might not have as much fun as puzzle nerds like me. The whole game is layers of puzzles and some are pretty devious.
Question: In all the times you've started a run, while in the Entrance Hall, have you ever turned around and explored what was beyond the front door?
Recommendations
1) Draw rooms from your draft, even if it does not look advantageous to you, such as them being dead ends or red rooms. It sounds like (to me) that you're drafting rooms based on what can get you furthest in the manor. That's not necessarily the best way to go about it, because the answer to the goal isn't the most straight forward.
2) Write things down, there's odd information over all over the place from like the glossary of terms to actual instructions meant for another puzzle somewhere else. Writing things down will also give you a place to write down any questions you may have.
3) Even if you think it has nothing to offer you, read it anyways. There are terminals in the game that has a glossary of terms and it holds some interesting information that the player would not know otherwise, but it's one of those things I think in other games we don't normally read.
Finally, questions to consider, they may be spoiler, but they were questions I asked myself on Day 1 of this game and while I haven't fully found my answers fully, I have found hints of them.
If you check the Directory, you'll notice that there are sections for the Blueprints 1-46 (of course) but the other sections are for other rooms that aren't "Blueprint" rooms but are still considered blueprints that can be drafted. This means, while there are physically 45 rooms, there are 86 rooms.
So the question becomes, is the 46th room a permanent like the Entrance Hall? Or is it a blueprint that we need to somehow draft?
Speaking of drafting, by now you're aware that blueprints are drafted from the "drafting pool". I've played a number of drafting games over the last year or so, so I'm kind of familiar with them. So the question becomes.
Can you manipulate the drafting pool?
And asking yourself questions, and by extension being curious helps to not get frustrated with the drafting mechanic. Like don't just do every action with the purpose of getting to that antechamber, it will drive you mad.
Just one more thing, because I realized you've mentioned that you've been playing for 1.5 hours and are on the 6-7 day. I am on the 9th day and have played over 8 hours, part of it is because I am a slow writer and write a lot but another part of it is because I was often exploring something else.
I think the game is pretty bad about giving you direction/motivation. That aspect improves somewhat later on (when you've seen enough things to have a laundry list of goals) but at the start you're given one goal and it's not at all helpful.
I hope you are saying dozens as a figure of speech and actually mean more.... because i'm definitely over 12 runs now and not even close to that final room or am i just terrible at this.
the best strat most of us seem to do is go line-by-line, if possible, and get as many doors open as you can. you want to get rid of dead-end rooms early on so they don't mess you up in the higher ranks. the laboratory's experiment feature can give you an increase in your allowance everyday , which is also very helpful.
also, i always take the Shelter outside because i hate the red room debuffs. if you get the nasty -half steps one early on, the debuff is bypassed and it's a free room with lots of doors.
1. go up the left side of the house till you get a garage, Its my favourite early game room only spawns on the left side it costs 1 gem and gives you 3 keys always and if powered through utility gives you a shorter walking distance of leaving.
2. Utility box is secretly amazing at the start when your tools are limited. See the gymnasium turn the lights off. Now when you draw that red card you don't lose 2 stamina anymore but get the benefits of the room 3 doors. Same with the Darkroom but you need to go back to the breaker to turn it on again after fuse pops. This nullifies darkroom and... you get to look around there in the light.
3. Utility box is still amazing... you can turn off card reader power so you can get free operable doors without using keys. Bonus points for setting the security to high in the security room to get more un-powered locked doors for free access. Be sure to change the un-powered status to unlocked.
The outside? First thing I did :) More a habit from platformers, going left first instead of right gets you a "secret" item often
I think I'll keep the game & keep trying, seems like my experience isn't too far from the norm
Enjoying the game a lot more, seems pretty good. Having the painting puzzle helps, I don't feel like any run is just wasted - even if I just get to one more room it was progress :)
the biggest conceit many people have a hard time getting over with puzzle games is the phsyicality of a notepad and writing things down or making sketches. They are a fundamental part of the puzzle game process.
over time as technology has improved, many games have implemented helpful features that assist with note taking or remembrance of clues, but nothing beats a pad of paper and a pencil or a pen.
gaming communities will often try to shame people for taking such measures, or claim no true scotsman fallacy nonsense against people who externalize their puzzle solving, but the fact of the matter is taking notes is the single most helpful thing for anyone to get into puzzle games.
over time, as you dive into more games like this, you'll start to see patterns and develop your own strategies for solving things.
this is a single player game.
the only victory condition is winning. how you get there is your own story, adventure, and process.
You are just new to something complex. Failure is how we learn.
You do not suck.