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Also you can leave the dungeons at any time with no consequences, so that's a good thing
In CrossCode dungeons, once you get the item/skill you need to go through everything again if you took a break because you have no clue where you need to go to do the next bit (its easy to forget stuff if you take a break, we've all done it). I think its more of a map issue than the dungeon itself, but im not sure how they can add/fix that at this late stage.
I think too, it's important to realize, that once you've done it once, it becomes a breeze every subsequent playthrough. Unless you're one of those scrubs who throw a game away after playing only once. (._.) Anyway, there are points that will always be a little tedious, like the ones where you have to have the exact timing for said ice blocks on the steam burners, or the ones with the pipe mazes. But you get the flow down and it's just more fun.
I dunno. Others have said it, but if it's not for you, that's ok.
The good news for those for whom Far'jo is too long that when you combine the density of puzzles and the size of an area/dungeon, Far'jo is easily number one. Even though there are singular puzzles more complicated than any singular puzzle in Far'jo, it's not such a marathon of corridors and puzzles.
Stamps might help a lot when you can't grasp what you explored, what you left and where you have to backtrack.
+1. The dungeons are the best part of the game for me. I want them as long as they can be without having to repeat any puzzles. The only ones that really annoy me are jumping puzzles, and there's only a few of those.
Having said that, I actually prefer it this way. I'm so tired of games that give me bite sized levels and then pat me on the head for a "good job" solving its simple block and switch puzzle. I love this game specifically BECAUSE every area is an absolute gauntlet that just grinds me up and spits me out. I'm masochistic that way, I guess. I enjoy the feeling of conquering an ordeal, not going on a guided tour.
I absolutely recognize that not everybody feels this way. Triple A games have become formulaic for this very reason: devs have distilled dungeon design down to a science to hit that sweet spot on the lowest common denominator for the highest general ratio of likes. But where this games deviates from that formula fits my personal niche so perfectly!
So I have to disagree. In fact, I want to take this opportunity to request a post-release DLC dungeon that's twice as tedious and three times as long! Make it happen guys!