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There are other balance changes that should make the learning process better too, the biggest one is the Fighter rework. We found that players were learning bad habits from the way the original Fighter class played, things that would make playing other classes and later dungeons much harder. The rework should push players to learn useful efficiencies instead :)
Assuming for the sake of argument that I'm still too much of a filthy casual for even the newly-nerfed content...could I suggest maybe a separate one-off puzzle generator ("separate" meaning "not part of the RPG campaign") where players could generate individual easy puzzles for when they really do just have 5-10 minutes to play? I realize that may be a significant request, depending on the game's existing architecture, but just putting it out there. :) That way you don't have to nerf the whole game (and perhaps compromise your overall vision for it) but could still cater to the "long-term casual" demographic.
If anybody else is reading this and you also would like an option for easier, more bite-sized puzzles, maybe drop a comment and let the devs know; if it's just me and everybody else is happy with the game as-is, there's really no reason for them to spend the time and effort.
When I bought and played the original DD on Steam I found it too difficult. I really enjoyed the game but I thought I couldn't make progress.
But because I like it so much I stuck with it and I started to understand the strategies involved. Suddenly the game clicked for me and I went on to beat the campaign. I'm still not great at the game but it is definitely doable. I'm the type of person who likes to complete games I start but when it comes to puzzle orientated games I usually can't.
As for the time per session, I can't remember what my minimum playtime was. It certainly didn't require huge chunks of my time.
If you're not focused on progressing the campaign, then playing Hobbler's Hold all day is a great time :)
Did I try that before? It's been way too long for me to remember, but it's possible that it didn't occur to me to try that (not sure if I knew it was procedurally-generated back then). Just checked my last play time and it's July 13, 2014 so it's been a hot minute.
Welp, looks like it's time to do some research. Goodbye, OG last played timestamp! heh
I can't help but think there's some fundamental game mechanic(s) I just don't know about; I'm willing to accept the fact that it's just a hard game and I'm just not that good but even so it seems strange that between the tutorial and literally the first "real" dungeon it goes directly from "literally no planning required" straight to "murderously complex".
Does the game have any tutorial stuff other than the initial unskippable ones that are basically just like "This is a sword. It is sharp, so it can cut things. Congratulations to people who have never encountered a sharp object before, and have learned new things." I tried the puzzle stuff, but even the very first "introduction to slowing" puzzle (which I acknowledge is a puzzle, and not a tutorial, so it has no obligation to teach anything) is clearly hiding something 'cause I've gone through three or four different planning iterations without finding the solution...although I have increased how far I get before I die. It's not really just about slowing, it's also about reading every other character bonus and item interaction that the game has never discussed and understanding the implications...which is a great puzzle but maybe not for absolute beginners?
Anyway, maybe this game just isn't for me but I really want to get a handle on it 'cause I love everything else about the game! I mean, I got 100% completion on Antichamber for crying out loud, surely I can handle the first puzzle here. haha
I did try just grinding the game more, hoping something would click or I'd find a relevant tutorial section, but I don't venerate difficulty as its own end like a lot of people do...I have a threshold of how much I can enjoy beating my face against the wall and this game has pretty much met it. Most of the time, I don't want to be overwhelmed or brutally pushed (challenged, yes, but not punished), but in this game the only two choices (for me) are either "no challenge at all" or "handcuffed and thrown in the piranha tank".
It is a great game...even when I'm playing and not enjoying it I can see that. It just looks like it's not for me. I wish there were a tier of location (or even just one location) that was between Hobbler's Hold "you don't need to know anything" difficulty and everything else that's "you must meticulously read every pixel on the screen and create a full report with TPS cover sheet to make it out".
If I get motivated again I may hop on YouTube and see if I can find any videos of somebody playing the first few "Medium" levels with commentary that explains the thought process of how they arrived at the solutions; that should address any "oh, I didn't even know that was a thing" issues I may be having without realizing it.
If you decide to go with the puzzles, i'd advise immideately reset puzzle on the first try. After that threre will appeare a signpost which explains mechanics involved in a puzzle solution. The signposts designed to appear after the first failure of a puzzle, so to avoid unnecessary frustration, just reset a puzzle at first)
I would say the frustration is part of the puzzle, try your own solution to the puzzle, do whatever you think will work, and when it fails you will be given an extra hint and you have some context for that hint because you have spent time thinking about the puzzle.
Or reset right away, to each their own.