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Overall, it's fine to make a very difficult game with little to no handholding at all, but you could at LEAST give better tell that it's going to be that way.
This review for example perfectly describes the game while telling people that it might not be for everybody:
https://www.goombastomp.com/rain-world-switch-review/
I would hardly call any death up until that point "unfair".
I agree that sometimes ♥♥♥♥♥♥♥♥ can happen, but when it does happen it's usually pretty funny.The opposite can happen too, sometimes the ♥♥♥♥♥♥♥♥ can be in your favor such as a lizard failing to bite you.
The majority of the deaths I saw on videos though are mostly because of stupid decisions, not to say I don't do stupid decisions from time to time but you should admit it's not the game's fault that you decided to jump in the lizard's mouth for example.
I can only imagine what the hell would they do if they did meet a red lizard, I remember once I used a mod that replaced every lizard with a red one, fighting was impossible but you could easily use the pipes to juke them, the only feasible way to win a fight like that is to wait for them to grab food, and stab them while they're running to their dens.
Since they don't drop food when they get stabbed you can continuously stab them and they won't retaliate, but you have to hurry before they get to the shelter and if they get too hurt they'll retreat and disappear because of the lineage bug.
Or even more specifically, how it was initially poorly balanced.
For example, thanks to 16 bit era devs got the idea how 2D exploration works. It is relatively hard. First of all, you can’t see very far, especially when the game doesn't have seamless screen scrolling like Rain World. Second, it's hard to translate 2D environments into 3D mental spaces in your head. So it’s better not to do very complicated, huge interconnected levels in 2D, making checkpoints as close as possible to each other. Otherwise players start to feel lost very quickly and won't be really competent in that space.
Nels Anderson talked a lot about that somewhere in the middle of his GDC talk about designing Mark of the Ninja. By the way, it has 91 on Metacritic.
Rain World is not only doing all of these mistakes, it's having a very complicated, hard to navigate, layered map (by the way, which you can't see, when the game is on pause), with hibernation chambers/checkpoints placed way too far from one another. To make it even worse vanilla version didn't save discovered areas on the map when you die.
OMFG did I hate the ending...
I did all that to reunite with my family and for no reason I'm off to ascend. Perhaps it was my fault for projecting my wants onto slugcat. But I saw no reason for him to so drastically alter his goals.