Baba Is You

Baba Is You

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pverflow Apr 30, 2021 @ 5:38pm
the game is not as smart as everybody thinks it is.
this game has a wonderful concept but leaves soo much on the table in my(and my friends opinion). Instead of making wonderful logic puzzles we have to figure out what the developer had in mind. We've(5 people) played the first two main islands/campaigns with all extra levels and we solved all of them but stopped playing because the game doesn't want you to be using your logic and be smart it just wants to have that one solution that the level designer had in mind. we never felt smart but cheated when we stumbled through some of the solutions. There were genuine fun levels but they were few and far between. We had the constant feeling of "adventure game logic" (combine the rocket launcher with the string so you can use it as a bow)
it also never gives you any hint on what you can combine you cant you just stand there and try random things out and have to memorize the combinations that are allowed.
Having multiple fun or innovative solutions are outright not possible (at least in the first 30-40 or so levels) so we gave up because it was not fun anymore.
So unfortunate because, again, its such a great concept. With the one way solutions there is no incentive to play it again and try out different solutions.
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Showing 1-15 of 23 comments
Chocos Ramabotti Apr 30, 2021 @ 6:30pm 
"Baba is You" works on keywords and every keyword has it's own rules and effects that always apply, how the rules interact with each other is up to you to observate and It's also up to you to figure out how you utilize them a to solve a predetermined problem, of course this is no sandbox puzzle game and so your path is often times restricted to one or just a few solutions, but the logical thought process to it isn't: "combine x with y to get z by pure guessingwork"
Later levels can feel impossible, it's like trying to find out a magic trick, with the inherent game logic, but still I can assure you, you won't be able to bruteforces these solutions.
Last edited by Chocos Ramabotti; Apr 30, 2021 @ 6:32pm
Sorry, to hear that doesn't work for you.
I mean, I fully understand - it wasn't the "cup of tea" for a close friend of mine who said it felt "too much like debugging code" to him. However, while I understand that it might not be for you, I strongly disagree with some of the points that you raise.

Originally posted by pverflow:
...
... it just wants to have that one solution that the level designer had in mind. ...
Having multiple fun or innovative solutions are outright not possible (at least in the first 30-40 or so levels) ...
...

This is incorrect. Try looking up level solutions on the Baba wiki.
Many of the levels have 7 or 8 solutions.

Now, some of them only do have 1 solution, but that's kind of the point.


If you're looking for a "puzzle" game with lots of solutions per level, & that let's you be as creative as you want to be, in solving each level, then I'd recommend the Scribblenauts series (not the DC one, that one is restrictive) - I believe Scribblenauts Unlimited is available right here on Steam.

It's still considered a "puzzle" game but that one is kind of the opposite, in that there's hundreds of ways to cheese each level.


Originally posted by pverflow:
...
... it also never gives you any hint on what you can combine you cant you just stand there and try random things out ...
...

I'm not sure what the development solution is to that but "Baba Is You" could be a bit better at preparing the player for new situations by giving the player better learning opportunities, rather than just (quite often) throwing them in the deep end... but not so deep because some of the puzzles with new concepts are kind of claustrophobic.


Originally posted by pverflow:
...
... We've(5 people) played the first two main islands/campaigns with all extra levels and we solved all of them but stopped playing ... There were genuine fun levels but they were few and far between. ...
... so we gave up because it was not fun anymore.
So unfortunate because, again, its such a great concept. ...

You're referring to the water area & Solitary Island, right?
If I'm not mistaken... you didn't have to do all of the extra levels at once & focus on only those areas. Other areas open up & I believe if you explored the puzzles of the other areas more rather than dedicating yourself to 100% each area before moving on, you'd probably enjoy the game more & have been able to get to "A Way Out", which is an early level that lets you beat the game & gives you an ending.

I expect you'd probably still be dissatisfied, but there IS a different way you guys could have played the game, which I believe would have been (if even only slightly so) more enjoyable.


:seewhatyoudid:
Last edited by Kiddiec͕̤̱͋̿͑͠at 🃏; Apr 30, 2021 @ 6:34pm
Potatosynthesis Apr 30, 2021 @ 11:31pm 
Being able to change game rules may sound fun, but this game isn't quite the "sandbox" people have imagined. Baba is you is in fact quite far away from a sandbox if you're not using the level editor.

Even if you're using the editor, there's still limited freedom. There's never enough rules and space to do "everything" (which is a thing called the incompleteness theorem). And it turns out that this game engine behaves similarly to a programming language.

Baba Is You is a puzzle game with 2 layer of rules. The first layer is the game's selling point: rules that can be changed, and the second layer is the game's "rules": the rules that govern first-layer rules. So in essence, this game is still a puzzle game, and you have to learn the rules, which comes in 2 layers in this game. The second-layer rules are almost always what catch people off-guard.

This puzzle game may not be your cup of tea, but I hope this clears some misconception or answers your questions.
Azaech May 1, 2021 @ 1:26am 
Not only what the other three said, but you said you only did the beginning.
I mean, of course some of the solutions will be unique, some levels are here to teach you one specific thing, if you can avoid that specific thing, well, the level would have failed its purpose. So the level have to restrict you a little bit.

When you get to the point where you have to apply your knowledge instead of just gaining that knowledge, things are differents (a little bit at least).
pverflow May 1, 2021 @ 6:16am 
i guess our issue was that we expected it to be more free flowing after we played the first couple of levels which are very easy. We were all exited to the part where the game "opens up" but that never happened and after a while we got frustrated with the single solution puzzles. The main puzzles (not the extra ones) are also not as smooth and balanced as it probably should be some took literally 30 seconds others (back to back) 30 minutes so that added to the frustration as it was never known what type of level we were going to get.

the weirdest thing there were 3 programmers and 2 graphic designers (im one of them) and the coders really had a hard time solving them where i would think it would be more up their alley. But they found the rules even more arbitrary then we did.

As they say: "Expectation is the killer of joy" We expected the wrong thing.
Originally posted by pverflow:
... The main puzzles (not the extra ones) are also not as smooth and balanced as it probably should be some took literally 30 seconds others (back to back) 30 minutes so that added to the frustration as it was never known what type of level we were going to get.
...

Keep in mind that some of those are optional, too, as you only need to complete about 1/3 of an areas puzzles in order for that area to count as "completed" & allow you to progress on the world map. (Achievements are a different story - but they wouldn't really be much of achievements where you're achieving anything, otherwise.)


Originally posted by pverflow:
i guess our issue was that we expected it to be more free flowing after we played the first couple of levels which are very easy. We were all ex[c]ited to [play] the part where the game "opens up" but that never happened and after a while we got frustrated with the single solution puzzles.
...

Now, I knew this was a puzzle game that was going to have difficult & strict solutions but I didn't expect quite as many of the puzzles to be this way. So, to be fair, I was expecting more "puzzles" that just let you mess around with things, as well.

In fact, I think this is one of the ways that the game could help people have more opportunity to learn some of the more complicated stuff that it throws the player into the deep end for - Would it work at teaching the intended mechanic? Maybe not, but at least it would increase the number of opportunities & give players a little more room to just play around.

So, while I disagree with many things - this is something I can at least somewhat agree with. I think the game could have benefited from having a few "sandbox" levels that are really easy to solve but make it easy to try out a lot of things before needing to do something more difficult in order to progress - I don't think this would always be possible, but it would be nice to see more of an attempt in the game's design - & I actually think this game is brilliant & like it... [however] it still could improve.


Originally posted by pverflow:
...
the weirdest thing there were 3 programmers and 2 graphic designers (im one of them) and the coders really had a hard time solving them where i would think it would be more up their alley. But they found the rules even more arbitrary then we did.
...

Anyone can code (especially if you use HTML), so that doesn't mean anything to me, other than they're still limiting their thinking too much & their overall creative & engineering (even if just with software) capabilities could still be improved quite a bit.

Good programming actually requires a creative mind-set, which might actually be why the artists among your friends found things less arbitrary / more understandable.

To be brutally honest, there's a difference between hacking together some draw & on-click event statements & actually writing code that computes data & works through problems that might actually be monetizable.


Originally posted by pverflow:
...
As they say: "Expectation is the killer of joy" We expected the wrong thing.

Oh, definitely!
It happens & sorry to hear it.
I have quite a few stories of my own about games that weren't what I was expecting - & quite a few more when it comes to all things, & not just games.


:seewhatyoudid:
pverflow May 1, 2021 @ 7:13am 

Anyone can code (especially if you use HTML), so that doesn't mean anything to me, other than they're still limiting their thinking too much & their overall creative & engineering (even if just with software) capabilities could still be improved quite a bit.

Good programming actually requires a creative mind-set, which might actually be why the artists among your friends found things less arbitrary / more understandable.


just to clarify that they are not your run of the mill html "coders". They are like really really smart. All three of them (from different backgrounds) do this for a living ( one is a security researcher/coder that basically never leaves his linux environment, one has a design background the other is a game developer of 10 years.)

Tho i really liked sokoban as a kid so im probably more trained in these types of games :D
Originally posted by pverflow:
...
just to clarify that they are not your run of the mill html "coders". They are like really really smart. All three of them (from different backgrounds) do this for a living ( one is a security researcher/coder that basically never leaves his linux environment, one has a design background the other is a game developer of 10 years.)
...

Oh man... security isn't very creative, though.
Security is super-boring - unless maybe you're a seasoned penn-tester who knows how to really make a digital system crack under the pressure.

Originally posted by pverflow:
...
...
Tho i really liked sokoban as a kid so im probably more trained in these types of games :D

That's ironic because much of "Baba Is You" is still basically just a sokoban style puzzle game, where you push blocks around (some of the puzzles where you do things like stacking text on other text are less like that & downright sadistic).


Anyways, I know enough about this game & what is on the market to know where your issue lies (probably).

Try these ones instead, I think they should be better suited for you:

https://store.steampowered.com/app/1052990/A_Monsters_Expedition/

https://store.steampowered.com/app/353540/Stephens_Sausage_Roll/

https://store.steampowered.com/app/996980/Dis_Pontibus/

(Interestingly enough, 2 of these are available in a bundle with Baba: https://store.steampowered.com/bundle/16473/Babas_Sausage_Expedition__Puzzle_Game_Masterpieces/ )


:seewhatyoudid:
Potatosynthesis May 1, 2021 @ 9:06pm 
Originally posted by pverflow:
just to clarify that they are not your run of the mill html "coders". They are like really really smart. All three of them (from different backgrounds) do this for a living ( one is a security researcher/coder that basically never leaves his linux environment, one has a design background the other is a game developer of 10 years.)
I think the problem is that you guys are too experienced and too smart. Somehow, from what I've seen, the programmers with many years of experience seem to enjoy this game less.

Baba Is You is a peculiar puzzle game. Your own logic don't always work because this game has its own logic. Your friends are experience programmers and are well past the learning phase. You have your own flow of logic. It is hard to step outside the comfort zone (as you said, one guy literally never leaves his linux environment), and this game requires you to do so.

Actually, the developer of this game may have less experience in game development than your friends. It's natural that they think differently.

It's hard to change a person and his point of view. But the best way to enjoy this game is to empty your mind and throw away the assumption that you are smart.
Last edited by Potatosynthesis; May 1, 2021 @ 9:08pm
DonutSteel May 28, 2021 @ 8:38am 
Why do so many people think that puzzle games must allow you to create your own solution?
There are puzzles games where you can invent your own solution and there are puzzle games where you need to figure out the solution in design.
Baffles me...
pasa May 28, 2021 @ 10:02am 
Eh, so you stopped playing right where it starts to get interesting by addition of elements? The first two islands are hardly representative for anything.

And talking about "left on the table".... :)
pverflow May 28, 2021 @ 10:39am 
Originally posted by pasa:
Eh, so you stopped playing right where it starts to get interesting by addition of elements? The first two islands are hardly representative for anything.

And talking about "left on the table".... :)

sure every game should "just start to getting interesting" after 35+ levels.... best way to hook people amirite?

sarcasm aside. I already stated our position. We did even try it a couple of days later and deep into the third act/island we just stopped.
pverflow May 28, 2021 @ 10:52am 
Originally posted by DonutSteel:
Why do so many people think that puzzle games must allow you to create your own solution?
There are puzzles games where you can invent your own solution and there are puzzle games where you need to figure out the solution in design.
Baffles me...

well you don't have to have that but that makes the game less interesting and kills its replay value . And i don't have anything against single solution puzzle games. But this can offer so much more with such interesting mechanics but it doesn't step up and stays as a glorified Sokoban. Which is a good game but why make Sokoban 2 when you could have made an instant classic for life.
Originally posted by pverflow:
Originally posted by pasa:
Eh, so you stopped playing right where it starts to get interesting by addition of elements? The first two islands are hardly representative for anything.

And talking about "left on the table".... :)

sure every game should "just start to getting interesting" after 35+ levels.... best way to hook people amirite?

sarcasm aside. I already stated our position. We did even try it a couple of days later and deep into the third act/island we just stopped.

And, like - I - said before:
Originally posted by Kiddiec͕̤̱͋̿͑͠at:
Originally posted by pverflow:
... The main puzzles (not the extra ones) are also not as smooth and balanced as it probably should be some took literally 30 seconds others (back to back) 30 minutes so that added to the frustration as it was never known what type of level we were going to get.
...

Keep in mind that some of those are optional, too, as you only need to complete about 1/3 of an areas puzzles in order for that area to count as "completed" & allow you to progress on the world map. (Achievements are a different story - but they wouldn't really be much of achievements where you're achieving anything, otherwise.)
...
...you don't need to 100% each area before moving on to the next.
You don't even need to finish all of the "main levels" before advancing to the next area on the world map.

By not even sampling the other areas, you guys missed out on a lot of different quality content that the game had to offer, not to mention, likely forced yourself to feel what is known as "burn-out".

Hempuli should have added a mechanic that discourages people from doing everything sequentially, or at least encouraged people to visit other areas sooner before coming back & finishing the previous areas. Precisely to stop people from getting worn-out from the gimmicks of specific areas.


However, your other complaint is that the game has levels with one solution -- & [I'd say,] minor nuances that allow you to do things differently aside... this is true of most levels
(but not all levels)
3 solutions:
https://babaiswiki.fandom.com/wiki/Rocky_Prison

4 solutions:
https://babaiswiki.fandom.com/wiki/Sorting_Facility

Originally posted by pverflow:
...
well you don't have to have that but that makes the game less interesting and kills its replay value . ...

Given the complexity of them & that you can really only 100% this game by learning the mechanics, rather than memorizing the solutions... you must have a very good memory.

I have to re-figure out the problems when I go back. Which I can do much faster than before but I still wind up having to solve again.


:seewhatyoudid:
Last edited by Kiddiec͕̤̱͋̿͑͠at 🃏; May 28, 2021 @ 11:29am
Potatosynthesis May 28, 2021 @ 11:15pm 
Originally posted by pverflow:
Which is a good game but why make Sokoban 2 when you could have made an instant classic for life.
Well then I have something to tell you: this game already qualifies as a classic.

I know you disagree and I also know why you would disagree. The reason why Baba is You qualifies as a classic is locked until you have cleared 7 worlds. Note that "clear" is not equivalent to "complete". To clear a world you only have to clear a number of levels (and earn the blossom), but to complete a world you need to clear all levels within the world (and earn the achievement) which is much harder and completely unnecessary for the purpose of progress.

The first 3 to 5 worlds are meant to warm you up, not burn you out.
Last edited by Potatosynthesis; May 28, 2021 @ 11:16pm
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Date Posted: Apr 30, 2021 @ 5:38pm
Posts: 23