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And no I don't think you sound whiny. Stating that the game is too hard is a valid opinion if said reasonably. I did not find Grimrock a challenge, but would probably be called whiny if I said Dark Souls 2 was too difficult to be fun. Some games are harder for different people, and that's not anyone's fault.
Also you can totally make a wrong decision when making your party and skilling them. While there are a lot of valid party composition options, focusing on 1-3 skills per party member is important, I think.
In the beginning option menu you can choose difficulty. Playing the game trough the hard way, Id say its above average in difficulty level, but cannot compare to crazy hard games of the era grimrock is a remake of.
I agree with you, friend. I was pretty addicted to this game for the first couple floors but then I came to find out how obtuse some of the puzzles were and I am not a big fan of having to kite around and hope for the best. People in this thread are putting up the point about diagonal fighting but then what is the point of finding elite gear though solving the puzzles that, yes, require I just look at walls all day and hope for a switch or something.
It is unfortunate for me too because this game had so many things going for it for me too. But, alas, I lost interest because of the same reasons you expressed. Big thanks to the devs for keeping this genre alive though!
That said I'd be interested in knowing what you'd like to see in combat, I've worked on serval mods and I'm always looking for things to improve, espcially in the limited combat, So far All I've really done is made some monsters that trail poison clouds as they move.
You need to observe and think, for both combat and puzzle solving, there is a fair amount of tactical thinking required for combat where by not only do you need to think carefully about what weapons you have at your disposal, but also what space you will be fighting specific types of enamies in (for example; the tactics for defeating the horde Scavengers in the fighters challenge from level 6 are very different from the tactics needed to survive the horde of Herders that you need to kill in order to win the Dismantler from the Vault on level 8)
Re your comment about the puzzles, If you think that puzzles only require you to find hidden wall switches then you really haven't given this game a fair play through at all.
The next time I went down, it was my first ogre and I died pretty quickly there, too. The puzzles are generally fine for me so far but I did have to look up how to do one or two of them and I HATE doing that. I like to figure stuff out on my own. Also, I was really stuck at the beginning of level 5 and I had to Google to find out that I had missed one stupid "hidden" wall switch which would have let me proceed. So yes, I do feel like some of the puzzles are trial and error and bumping around into walls to find hidden switches. So far though, I am sticking with it and still mostly enjoying it.
Level 6 marks a turning point in the game. This level has IMO the most stuff to do and discover. It's also one of the few floors that feature monster respawns, meaning virtually unlimited experience gains and food.
Since my post, I did jump in there and veer left to hide and I have since progressed through much of that level. It does feel like a relief to have a seemingly endless supply of snail meat for my party, which was constantly starving for the past two levels. And yes, the "haunted corridors" (or whatever they are called) are good for grinding xp, but the skeleton warriors don't give all that much xp, so it seems like that would be tedious to stay in there, killing the skellies (which at this point don't pose much of a threat).
Just use the life stones.
Anyone can get past a tough part save get past a fight save. No one does a perfect run. Combat is on the easy side, but with the traps, and long times between saving, without turing to save scuming, ups the ante...alot
But the game isn't too hard