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To put it simply, with its short levels, die/retry approach and speedy atmosphere, SMB is mostly high risk/low punishment. The emphasis on platforming is arguably lower in RW, with far fewer tricky jumps but BIG setbacks if you die. The mechanisms are also slightly more complex (including climbing, different types of jumps, pickups, combat etc). RW is generally much slower-paced, although you can end up dead very quickly. Overall it relies on such a different set of skills that I don't think my 100+ hours of SMB helped much if at all.
The bottom line is that platforming is the core and essence of SMB, while it is merely the means to an end in RW. RW's focus is on exploration/discovery, adventure and survival. Its platforming is a subtle blend of puzzle, action and reflexes. I'd say it's pretty unique in that respect.
Rain World is a survival, exploration-oriented game. You are thrown into a very big open world, with almost no guidance. You need to find food and shelter quickly, and you need to avoid being killed by the many different creatures higher up in the food chain that are trying to hunt you down. There is a lot of stealth and planning involved. A lot of the game revolves around carefully observing the ecosystem and learning its rules through trial and error. Creatures that seem brutally unfair early in the game become easier once you learn ways to trick them and manipulate their behavior.
In order to progress in the game, you need to survive a certain number of days in a row without dying in your current region. To do this, it largely revolves around learning and becoming familiar with your surroundings. Leaning the different paths that are available to you, learning the locations of threats, learning how to deal with those threats, learning the locations of food sources, etc.
The ecosystem and mechanics are pretty deep and complex, and since you're expected to learn them all through experimentation it can take a while to get used to the game (unless you use a guide). For most players it'll take probably 10-15 hours before they'll really start getting comfortable with it. This is largely the reason for the mixed reviews the game gets. Half of the players find this 10-15 hour period extremely frustrating and unforgiving. Others find it a brutal, but fun learning experience. Use your judgement as to which of those two groups you'll fall into.
I don't think the right question is "Is this game harder than X or Y?", I think it's "Does this game earn its difficulty?" and to that, unlike with Spelunky or Super Meat Boy, I'd personally answer "No".
im asking "how hard this game is?" not "how fun this game is?"
Rain World gets a lot easier once you understand how things work, there're barely any metric jumps in the game.
-Primarily, people have trouble with the controls, which have a sort of natural/realistic feel to them, but also make them unique. You can adapt easily though.
-Then people don't know how to be cautious and either fall in hazards, get pincered by enemies, panic when enemies assault them, etc. There are situations when you just get screwed no matter what, but for the most part (>90%), you will be able to deal with situations successfully if you do the right decisions.
-The game does not hold your hand either, you either learn from observation, learn from trying things which you may have gotten from other games (wall jump), or browse the internet.
Personally, I don't *currently* consider this game "hard" with my experience.
Well said, Andrew.
In Rain World, it is nice to keep a level head on things when there's predators, food, and life-crushing rain to worry about... and there are a good number of games that Rain World reminded me of, but can't remember the names of them. Good times of being young and green when you now stand as a seasoned explorer.
That being said, the game is a notoriously slow boil, many threats are ridiculously deadly and the randomness of certain things can sometimes just outright screw you out of success, so failure is common and the punishment is harsh. Rainworld has a big world with a failure state that wastes quite a bit of time as it occurs without considering the time required to return to where you last died, unlike for example Super Meat Boy, where death is quick and painless, respawn time is less than a second and levels are a minute or two long at most.
It may or may not be harder than these games, but it is certainly more infuriating if you struggle.