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40 to 50 hours is only the average time for someone to beat the entire game without any guides, but plenty of people have spent over 100 hours beating the game and most people don't even 100% beat the game in the first place.
I'm surprised that it has this rating of being for everyone. I get that the full completion is in the post game, but it's still a part of the game itself.
However, I only said 'to an extent'. I have plenty of opposing things to say on the matter if you would like to hear them... Considering that I'm a person who has beaten the game guideless within the 40 to 50 hour time frame and without experiencing any real stress, I'm obviously biased in favour of saying that the game isn't too hard.
I was planning to add a hint system of some sort based on early player feedback, but at least for now that feature is on hold because other features (translation, level editor) turned out to be very time-consuming. Hopefully eventually there'll be time to look closer at new features that could make the game more approachable.
Baba Is You contains no graphic violence, sexual themes, references to drugs or alcohol, bad language (although you may disagree on that if you consider grammatically incorrect sentences to be bad language) or anything else similarly offensive.
In that sense the game is for everyone.
When it comes to people's ability solve the the game's puzzles, then sure, it may not be for everyone.
The game is very original but this difficulty is not for me
@Juancho: Use the hint guides if the game gets too hard for you in some places. That lets you enjoy the parts that you enjoy and bypass the parts that you don't.
And some levels took me couple nights of resting my brain to be able to complete. So it's normal to think the puzzles are really hard.
You can choose to either be frustrated or to take the challenges.
I would appreciate a hint system in the game. I don't like to search and invest time on the internet for hints and then getting spoiled by accident...
In general: I think if a game that forces you to look up solutions on the internet has game design flaws.
If it's available outside of the game... no problem, cause I these extra steps would hinder me to go to far, but when i'm able to instantly look up a solution or parts of an solution well...
I guess the best would be an hint system that does exactly what it says: giving an hint, so I would be against of giving parts of an solution but maybe just some small sentences to hint you towards the concept of the puzzle nothing more and nothing, the second stage of "hint giving" could be to link an external site where you may look up the solution, but not letting you jump right to the page on the level where you stuck currently.
I think such a feature must be considered well, you always have to ask yourself to whom you cater the game, I doubt that someone like Juancho would still play the game even with an hint system, since there are so many quite good external sources to the game who not give you just the solution, also small hints. People also do not feeling any accomplishment if they constantly have to use hints, so I don't think that an hint system would change so much about the difficulty of the game. In that case I believe an level editor would add much more to the replay value of the game, so many play can still play it without neccesarily beat the campaign, since they are so many other puzzles they choose from or even create their own.
Here's the link: https://www.youtube.com/watch?v=mFZLZYiXgjI&list=PLWVlEGcG8yjfN6qABmXOOZGJgxyPLpZ-A
If you find the game too difficult, it is likely that you are not approaching the game with the right strategy. The way I solve it is quite accessible to everyday players. Basically there are some good problem solving habits I've cultivated, and if you adopt them you will be able to do it yourself too. In fact, you can see that I fumbled much and I think you can do better than me!
It's been a while since I played a puzzle game(Fish Fillets NG?), and never one that feels so hardcore. I would always cave in and use a guide, at which point I would stop feeling satisfaction. I see it as a path to self-improvement. Whenever I'm stuck at a level for a long time, I later make an analysis to figure out what kept me from seeing it earlier. Usually it's because I'm stuck at some initial assumption I never really challenged. My overall strategy is to periodically re-examine assumptions I have and backtrack when it feels like I've completely explored one approach.
People value this game because it IS so hard. And it manages to do so without being repetitive or using too many elements in a level (drowning a player in a mess of complex objects can obfuscate what he's really supposed to do, but feels cheap afterwards). Many solutions are mindblowing or just plain funny.
Another meta-hint is to stop banging your head against the wall and try another level instead. Maybe you will find the solution later when you get another, fresh look. Frustration often comes from forcing yourself to finish one particular level. I was stuck at Lonely or Tiny Island longer than I care to admit - Prison took me less time.