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The act of figuring out what to do is where the game's challenge and fun comes from. Sometimes the solutions are quite weird.
Got stumped at the dark butterfly cave for a very long time. Did not get until then that turning your lantern off at key moments is how you lure butterflies to carcasses. Oopsie!
The bird tree solution comes from talking to your partner at a specific point. It's optional. If you miss it, you just tank the damage, I guess...?
Missing a key item midway through the game must feel terrible... Didn't realize it was possible until recently. I mean, the one(s?) at the end, sure. But at the middle of the game...?
A real way to skip through dialogue and all scenes would've really helped. Speeding up a bit during a few conversations isn't enough.
If you miss a critical item? Okay, start a new game. But don't let the players sit through all scenes. The Halloween-like dream sequence happens 3 times. Yes, I know your artists worked really hard at it and it looks pretty. Had 3 playthroughs, saw it 9 times.
Just... why?
Wonderful game, but definitely flawed.
Yeah. I really hope that maybe in a patch or something they do something about this. Like, beyond the NPC stuff, why wouldn't they just save all the Testament stuff til the very end? Heck, they already did that! It's literally only the Wheat Testament that needs to be fixed.
Lebkuchen is best girl, but even for her I can't bring myself to finish this game ;_;
1. Tender flesh quest
Why are you complaining about not knowing you have to literally make bread even though the game TELLS you exactly that and tells you to get the windmill key? Why was it vital to know this before it became relevant?
Why is it too much to ask that you actually investigate the literal instructions given to you on the map screen at every single step? It literally tells you to look for people with exclamation marks and check on the windmill/talk to Eugen. You can't tell Eugen apart from other villagers? So what? There are maybe 10 male villagers to talk to and every single one has a name tag when you speak to him. Not to mention they are all located in the exact same small area. Comparing that to a pixel hunt is insane.
2. You are complaining that the caves drain your sanity and sanity items are expensive... even though those parts are entirely optional and that is basically the only part where the sanity function even matters? Should the game just have no challenge at all? The management aspect is fairly easy, so this sounds more like you not wanting to engage with the mechanics to me. Not a valid criticism. Especially for an optional ending.
3. The hunger mechanic. While technically there are some moments where you could lose two bread pips at once, the game almost always tells you beforehand. It's still pretty reasonable to have your bread pips at least at three for most of the game. If you live at the edge of starvation then you take a risk by your own choice.
4. It's kind of amazing how you are wrong about almost every single puzzle. Most of these things happened because you didn't pay attention.
4.1 The moths puzzle I will give you. That is the only puzzle in the entire game that is obtuse. There is no preparation or explanation for that mechanic unless you experiment a lot.
4.2 The pecking birds puzzle is explained to you by talking to your companion in that dungeon. Watch the trees, those who dont shake are safe, but only for a short time. Just follow the right route. It's finnicky admittedly due to Elise's hitbox, but it is explained to you and has logic to it.
4.3 The tile puzzle with Apfel is not random in any way. If you just paid attention you would have noticed that the tiles that fall all shake periodicially. The safe ones are the ones that stay still. It is completely obvious and impossible to mess up once you see the trick.
4.4 "Break random vases until you find the key items and the game doesnt even tell you what to do with them!" Almost like you are supposed to explore and solve the puzzle... Does it take a genius to see the vines are interactable and that the only items you get are knives that can cut things?
4.5 The moonlight puzzle is 100% fair. Not only are the moon phases always easy to see, there is a stone in the center that tells you where each object is according the phases of the moon. Then the statues tell you what to look for explicitely, which can only be in the locations between them. Again, you are angry because you were forced to explore... If something is not interactable then it is not relevant. This is basic game logic that the game also never breaks once.
It really sounds to me like you hate puzzle games and want games to put markers on everything so you don't have to think for yourself. Which is fine, that is your preference. It is just not what this genre is like. LGTS is actually incredibly lenient and already lampposts almost everything in it. The fact that the quest section on the map always tells you what to do and that every puzzle has actual instructions is pretty good for this kind of game.
in response:
1. running around the village trying to make sure which one is which is just obnoxious since they seem to change positions each time.
2. If they are so rare to the point that the only real function is to facetank the sanity hits in the caves so that you can unlock a bad ending then I think it is sort of false advertising to play it up as a big mechanic when in practice it never comes up unless you want to pursue a bad ending.
3. Softlocking is still stupid if you are coming from a game experience where yo-yo healing things like hunger is the norm.
4.1: see, we even agree
4.2: it's exactly BECAUSE of the finicky hitboxes that I call it fake difficulty.
4.3: i'm pretty sure you can step on a non-shaking tile and just die because it's not well animated
4.4: the porcelain knives turn out to have f***-all to do with the actual ""puzzle"" which is just finding and breaking a random vase with no other prompt.
4.5: having TWO random statues is just nonsensical. Especially because there isn't any prompt or anything to tell you that one of the statues is fake; not even an enemy trap sequence or anything; just nothing at all.
Oh, and two more complaints:
-unskippable scenes. Not just dialogue (heck, even some dialogue actually) but random entire cutscenes that can't be skipped at all. Incredibly frustrating
-useless/nonsensical in-game economics. No incentive at all to buy higher healing items since they provide no economic advantage at all, plus you lose the ability to yo-yo heal and thus conserve items
I in no way hate puzzle games. But this game has flaws and I want to point them out.
Just learned about the soft locking with the bread and that’s super frustrating that can happen.
I love the game too, the art is beautiful, the story is great, atmosphere is intriguing and makes me want to play more.
There are issues with the game but it seems like a few people just think you’re dumb if you didn’t figure it out instantly or you should have played extra careful in case the game can lock you out of stuff (I personally don’t think soft/hard locking should ever be in a game). They are… surprisingly hostile in any thread critiquing the game or asking for help.
Hopefully these things get fixed or some other stuff added so it’s more obvious. It’s a really darling game otherwise.
so it's just calculating and trying to survive with logic
also I cannot agree with the 1st point, it's obnoxious to find villagers? is this your first time playing or 10th time? in the beginning I talked to EVERY villager because it's interesting and I know nothing about the game. Like, you know "EXPLORE"
I agree with few flaws but seeing the full complaints, it's just a game not for Volition since it requires exploring, paying attention to details, and just having fun with the mechanics and puzzles in the game
The issue with the bread is every day you have time in between to get money to buy bread. However on Friday or Saturday (can’t remember which) you have two events in a row, so no option to make money. Unless you knew this in advance, it’s pretty easy to have no bread. I liked to buy all my bread at the end of the day so if I was unlucky with how much I bought I could have soft locked myself out.
I personally don’t think that’s something you should have to account for with logic, because with logic you would assume based on the pattern of every other day you’d have time in between to get bread/money. On one day there’s no time - that’s not the players fault if they were following how every other day goes.
If you still disagree that’s fine, but I think with how the rest of the game has played out you can’t blame someone for not knowing to stockpile bread on the chance you get two events in a row.
I find it rather baffling that you can pretend no problem exists when the majority of comments here are agreeing with me that the game has problems.
In terms of exploration, I actually DO like to explore and talk to npcs in most games (see: the Paper Mario games, which arguably have MORE backtracking than this game). It's only when the game seems to constantly confuse you with poor decisions and unexplained requirements that it becomes obnoxious.
1. Villagers being dynamic and actually moving across the day would usually be praised as making the village feel more alive. I really don't know why you think checking 5-6 small sections is a big ask. And this already assumes that you really can't tell apart a guy with a cape from all the others who dont wear one.
2. Said ending exists for the lore. The things you find out from that questline are genuinely interesting and good, but like I said, optional. You can't complain that they are too hard because they take sanity and then also complain that they are the only sections that heavily engage with sanity drain... There is no way to please you.
3. I personally don't remember a single section in the entire game where you can lose more than one bread pip without the game telling you. On the final day before choosing which girl to ineract with at the festival the game explicitely tells you that it will skip two time sections and thus take two bread pips. Every other time there is always a chance to buy food either at Gretel's bakery or the inn. I'm giving you the benefit of the doubt here, but it honestly seems weird that I did not encounter it. And even then as I said, it's always better to top out or at least stay at 3 pips. Do you really play fast and loose in survival games?
4.1 That is the only puzzle where I agree.
4.2 That's not what you mentioned in your post. Even if you were, this is negligeble damage.
4.3 No.
4.4 This is just another lie. The porcelain knives are required to progress through the dungeon. You literally cannot advance without cutting vines.
4.5 You are asking for a prompt... on the wrong statue? Why? Why are you so entitled that you want the game to tell you that a non-interactable object in the WRONG moon phase isthe wrong statue to... interact with? Come on. If you cant interact with something then you keep searching. This is just logical. I can't believe people portray this as something unreasonable.
5. Unskippable dialogue is annoying. It's inconsistent, because sometimes you can and sometimes you can't. This is a quality of life feature and a nitpick though. We sure moved away from your BOLD claims about the game locking you out of getting any ending and the puzzles being badly designed and unfair...
6. You just complained in the previous post that you had to buy high level sanity healing items because the small ones didn't do enough... now you claim more expensive ones are useless. In regards to heart healing, the heart healing items are only there in case you are really bad at the dungeon sections and don't think the free healing items in the dungeon will be enough. Why complain about getting more helpful options? Not to mention that some items are relevant to the Muffy side-quest.
You might not hate puzzle games, but you sure love complaining about standard mechanics from them.
That section is trivialized when you realize that you can turn your lantern on as much as you want as long as you dont move more than a few steps. The statues follow you fast, but they do not move if you don't. Just turn the light on, check the surroundings, plan where to move in the dark and then light it again. The area is full of matches exactly so you can do this.
2. There is no contradiction here; don't make one up. I simply find it confusing that the trailers made a big deal out of sanity only for it to apply almost exclusively to totally optional stuff. It feels like the game mechanic equivalent of a special item in a game that only does one thing.
3. Being softlocked b/c you spent money on sanity healing items and then not being able to get bread b/c of it is an undeniable fact that's not even that easy to avoid. And in most survival games yo-yo healing is better. The fact that Rozenmarine needs so much food to work is just obnoxious (in fact this is likely why people get softlocked and end up with less food than they need)
4.2-- requires the players to realize party talk can be used for anything other than window dressing. But that aside, negligible damage?? They do the most damage in that entire section!
4.3-- the animation is pretty inconstant in the middle
4.4-- No. They are used once ever to cut some vines in the very beginning in what is literally a tutorial to the dream level. to let out a mask beast that then breaks the gate (somehow the payers just have to assume this since it never happens again) Past that they never have any use to progress the story and do not even feature in the last part.
4.5-- Huh?? You don't get this?? Because people might think the statue is meant to do something and not literally be a stupid meaningless prop? Some kind of trap (like with the vase traps) would at least demonstrate how it's not the right one instead of the videogame equivalent of a flat fart. Most puzzle games would tell you something in that effect, rather than throw out literally nothing.
5-- What does ""boldness"" have to do with truth? This is, simply put, a bad thing. It makes the game greatly needlessly annoying on replays or even checkpoints.
6. Again, missing the point. The economics of the game do nothing but punish buying the ""better"" options since there is not unit cost discount. This has nothing to do with ""free healing items"" in the dungeons themselves of which there aren't even that many depending on the spot.