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Scenario 2: Acid: A fight has been occuring near the mountain and acid blood or weapons ate enough of the mountain to offend the gods.
Scenario 3: Spiders: Spider legs eat into material that crawl across which can ire the gods.
Scenario 4: Wands: wether by yourself or by an enemie finding a wand digging and or explosion / acid / black hole effects got fired at the mountain.
Worms!
There's little incentive to try for a full run if I'm going to have my time wasted like that. For no fault of your own or any other good reason, your run can end at the temple because of something completely outside of your influence. In my opinion, that creates a HUGE disincentive to try to complete the game and reduces the longevity of interest in playing.
Unless the developer intentionally wants to have a...
...mechanic, this behavior should be toggleable or there should be a reliable way to evade or kill the Lich since he might be coming after you whether you deserve it or not.
It seems reasonable to me that Anger is a punishment for something the player does like rushing to the bottom of the map too quickly or being reckless with spells that can damage the temple's brickwork. It doesn't make sense to mete out game-ending punishment for nothing the player has done.
"Dawg."
"Sup?"
"Here's a dice roll."
"A dice roll for what?"
"For yo' a-s homie, that's what."
"Huh? What do you mean?"
"Yeah, we finna' see if yo' game gonna end or not."
"WHAT?! WHY?!"
"Don't start trippin', G'. Man, imma hook you up: You can always start over from the beginning as many times as you WANT. Boom! ...Yiiiaahhh! See, bro? I gotchu, home slice. I gotchu."
Other than that, Noita is a fantastic game, masterpiece tier, but that's the last time I'm going to actually try for a clear. If I ever do though, it's going to be by sheer luck since that seems to be a requirement.
The Temple rock requires high end spells to get through, spells you'd STILL NEED to get to the Tower in the first place since its protected by extremely dense rock.
By the time you're even capable of angering the gods yourself, you're almost certainly strong enough to defeat them. All the anger mechanic does is end runs prematurely through zero fault of the player.
Adding the worm crystal was one small step to fixing some of the problems, but it reminds me of a comic I once saw of a manga artist accidentally making heights inconsistent and deciding to retcon the character standing on a box, and when it was pointed out how odd that was rewrote the entire plot to make boxes a cornerstone of society.
When all he needed to do was redraw the height of the characters.
Tl;dr the anger mechanic, while interesting, was a poor decision to begin with, and while I respect the creators of this game and their desire to have this be in the game for lore reasons, it needs SERIOUS reworking because as is, it's broken on a fundamental level.
except, you know... the player not being good enough to kill/evade/distract the guardian.
a run ending is 100% in the players control. it's all up to you. not the gods, not the rng, you. but i could understand how a below average player would feel slighted by the game when facing the guardian.. it just.. it's not the games fault, just up your skill.
it's not like you forget your prior experiences either. build and progress on them.