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I got stuck here for 20 minutes. Just... bad design. No indication that you can continue up.
Beak beak can talk to the squid. Also, only he can push the red button when the game is prepared for that
millionuppercuts, I do not agree with that assessment at all. There is good design and bad. Neverhood had good design that anticipated player decisions, Armikrog does not, there is a laundry list of design choices that make it a difficult experience. I feel that sort of excuse just tends to come from two places: a contemptible denial of the quality of the product, or a severe lack of understanding regarding good design principles.
I mean, I played the neverhood when it came out, and it was a smooth experience. Armikrog was more frustrating and obtuse in every way, for reasons that are baffling to me.
Better game design does not equate to hand-holding, it equates to better game design. People these days don't have the time to invest mindlessly walking around in the game clicking on every inch of the screen, it's just frustrating. If you miss that, go play your old games. But even in "The Neverhood" have I not seen any non-obvious exits or paths to take. It's not a puzzle. It's not on the players hands to find by chance. It's bad design.
I spent nearly an hour before I saw that you could elevate another level. This could have been avoided for example with the use of natural light. To be fair though, it would seem logical that you could continue up. However, that beak-beak problem mentioned above, is just wasting time.
The only part I got stuck on in this game, was the one with the feather. Here I didn't mind spending time trying to figure it out, because I was actually given sufficient information in the game as to where I could go, and what I had in my inventory. That for me was a great experience, and rewarding when I figured it out.
Armikrog is not hard nor is it fair. The puzzles are all elementary, but obtuse and cryptic enough that they take forever. No puzzle took me more than 5 minutes after the game let me access them/I knew what I was even supposed to be doing.
The game is riddled with insanely obvious design errors, to the point where necessary rooms can never be accessed after the first time. The navigation is illogically laid out with little to guide the player.
A puzzle is "I need to put these planets in the right order, here is how they move, I need this one to move here". It's not "I can't push this red button, no matter what. It doesn't respond to anything. The game isn't giving me any indication what's wrong. ...oh, I need to use the dog." Nor is "help I can't get out of the car I don't know what to do oh I am supposed to sit on this pixel perfect spot for 3 seconds before the game responds". Nor is "I can't figure out how to get past the ant guy, oh wait you can still ascend a level on the elevator but the game doesn't anticipate that you might not know that". If you really think the designers intended players to get stuck at things like that as part of the game experience, I really don't know what to say other than "that's atrocious."
I have come to view all the needly "you are just impatient/insufficiently "oldschool" if you can't figure this game out or have problems with it" type arguments to "I am ignorant towards game design but I will place that burden on the player".