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Stars.
You had to brute force the schoolhouse tiles you wanted and you think that's a defense of the game? I thought you were supposed to "go with the flow"?
I resorted to brute forcing at times too, but even feeling the need to do so is a mark against the game in my book.
I said it elsewhere but I think the trick is not to worry about actively trying to solve the puzzles that you know how to solve. Heck when I made it to room 46 I wasn't even trying to, I simply looked over my house at some point and realised that I could probably make it.
None of them are luck at all, actually.
I think you may be misunderstanding the "brute force" a bit, you maybe just aren't at that point in the game yet.
Strange, you agree with our fundamental problem then. This game isn't like Outer Wilds, and I wouldn't be here if I knew that first. It would be nice if the critics didn't only compare the game to Outer Wilds and Obra Dinn then. It would also be nice if the next words out of their mouths were not to play it knowing as little as possible.
I noticed the store page doesn't actually help matters much. In the top blurb, the game is described as a "strategy puzzle game" with no mention of roguelike elements, and the top tags do not mention roguelike either. In other words, it being a roguelike is not going to be information given to everyone who was told to buy it blindly. Secondly, the rooms being drafted differently do not have to mean that it is a roguelike, or that the RNG is as strong a factor as it is, but it is certainly a red flag.
This game is a raisin oatmeal cookie being sold as chocolate chip. You are not gonna convince people who hate raisins to like it.
Yeah but it's only because I want to do an entire run with a specific daily bonus because I'm targeting certain outcomes. This is, essentially, another permanent bonus at your command and resetting only takes like 30 seconds. The point I'm making is, thinking you can't take the 30 seconds to reset this or choosing not to is a fallacy. There's no harm in resetting it. Take advantage of the opportunities the game is providing you.
Okay. What is it that I don't understand? Spoil away as needed. I promise you, I will not be playing the game long enough to find out organically.
While there is no harm in resetting it, that does underline that you're just gaming the RNG at that point - you have a specific outcome in mind and you're trying to rush/brute force probability in your favor. If people approach this like a puzzle game, they are going to be methodical, and try to maximize each run on the assumption that reasoning and logic will pull more weight than repetition, they're going to have a bad time.
A friend said, "This doesn't feel like a puzzle game, it feels like gambling addiction", and I tend to agree.
This is a fallacy though.
This is a Puzzle game AND a Rougelite game. The point I'm making is - you cannot complain about RNG if you are not willing to fight back and harness that power for good. If you are not willing to play a Rougelite the way Rougelites are played, you are also never going to have a valid opinion on the design of the game or it's intended outcomes. Yes, I am gaming the RNG, because that is how these games are played. It isn't without drawback - resetting the shed means you'll lose out on mailroom packages at your doorstep, or daily reset bonuses form various rooms - it isn't without technical cost which, again, factors in to the equation of doing it or not.
It isn't a fallacy. Most Roguelikes offer meta-progression that allows you to easily game RNG in your favor - this is present here, but poorly tuned, and the game doesn't do a good job of indicating that you should be churning - in fact it gives the initial impression that you only have a limited time to complete this, so you SHOULD be maximizing your runs.
I typically dislike roguelikes, but that doesn't mean I literally dislike all of them. Hades, Slay the Spire, and Into the Breach have all captured my attention in the past.
This game leans into RNG pretty hard even for a roguelike, and unfathomably so for a puzzle game. I can also see several avenues on how the game could work without relying so heavily on RNG and better appeal to the puzzle half of its genre. I don't see some grand vision coming out of dealing with the RNG so much, I have a feeling that if the game was tuned differently, you guys would like it all the same. I very much COULD like it.
An example that comes to mind would be allowing you to freely rotate most rooms, which would actually only add to the strategy layer. Obviously there could still be fixed rooms as needed, but that could just be a trait of the room. If the tiles you get do not work for you, you can build them a different way that blocks you now but would benefit you later. You could build a series of rooms that will connect together at a later point. This actually sounds fun to me, unlike what we have.
A second idea, for the roguelikes I do like, they tend to really capitalize on the idea of a "build", which this game doesn't have much of. You can reduce the deck and look for a few happenstance synergies, but that's about it. If you could start your second round going forward with the ability to "pin" any one room you've drafted before, you could actually attempt to mitigate a lot of the RNG and more reliably create the synergies you are looking for. Do you want keys? Gems? A particular room to show up again? do you want a guaranteed four way option at some point? Again, obviously some rooms could be exempt as needed, but this opens up other possibilities too, such as reducing the tedium of determining where a room can be placed vs. not.
Lastly, the game could guarantee that you will draw at least three new rooms over the course of several draws as available starting at rank 6, regardless of rarity. This assures that RNG doesn't continuously prevent you from working on new puzzles, or finding out way too late how certain things work.
If the game applied the above three notes, my opinion of it would flip immediately. If you think that makes the game too easy, this game could easily have done something like have a 10th rank, with you trying to reach the 51st room. This would only feed into the strategy layer as now conserving good rooms is even more important as the deck dwindles and more locked doors must be passed.
It isn't poorly tuned at all, it's incredibly powerful and eventually you're unstoppable.
I disagree for the reasons I've and others have presented - other roguelikes provide a more transparent method of tracking meta-progression, and preventing blocked runs (making rotating tiles less complicated, automatically allowing carry-over earlier, etc). You're entitled to enjoy it the way you do, but everyone else's feedback on how it felt isn't any less valid.