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I also think you can expect some... spirited gatekeeping in the pages to come.
The most important mod I recommend is one that gives the player a digging tool at spawn. The environmental physics engine is what makes this game stand out, so starting with a way to manipulate the environment is essential.
Then I recommend some quality-of-life and survivability/health mods. Once they get the hang of the things, the real chaos begins with the spell and material mods.
That's not QOL, that's cheating.
The early game is honestly the best part of Noita. It forces you to make use of your surroundings and gives ample opportunity for all kinds of shenanigans. You actually need to survive off the land with intelligent usage of your limited resources. When you have Immunities, thousands of health, means of healing/digging/teleporting, I feel that's when the game starts to get a bit stale.
By the time I finish Snowy Depths and head into Hisii Base, I can already have Greek Letters, copy spells and potentially Divide bys if the Coral Chest is feeling like dropping something other then Myriad Cast. And that's before even going down into the Overgrown Caverns too. Once I'm at that point, there's really not all that much that can stop me besides playing stupidly or my own hubris.
Many negative reviews claims that the game does not respect players time. Many claims that the game is random and unfair. I'd say those 30% might just not have been target audience.
The official trailer promotes pixel simulation action platformer with some magic involved while the gameplay is bit more of a getting your ass handed to you.
Well. As a big fan of gatekeeping, let me just say I pray to god that the things I like don't get big. If anyone's been paying attention, the moment normies get involved, it's all over. Unfunny, whining about what the game is, trying to change it. Thank god this game isn't still under development.
Also, citing achievement statistics on steam means nothing. Go look at Terraria achievements, for example. Under the logic of OP's post, he might then say, "What? Not even half the people who own this game have chopped down a tree? This must be some fundamental flaw in the game if it's making people get bored before experiencing what the game has to offer, which is crafting!"
And don't forget that mods disable achievements, so the moment you start using those, your steam statistics also aren't reflecting your progress. By achievements, I've only been as far as the hiisi base. By my actual progress, I've been much farther.
I agree that wand-building is one of the best aspects of the game - that's why the only mod I run is for customizing wands anywhere - but with a game where mods solve a lot of issues you might have, it should be "is the base game good?" And then build from there if you want.
Minecraft, Rimworld, Fallout:NV, Terraria... Noita, all very solid games on their own, MADE BETTER with mods. Not made playable, or made interesting. If you didn't like what the base game has to offer, get filtered and spend your time doing something you enjoy more. If you do like what the base game has to offer, keep playing and see if you can't make it even better.
You have to play the game without mods to unlock achievements. Now, how many players are playing noita without mods? Not many. I'm certainly not.
For all we know the actual percentages COULD be 20% higher if the achievements actually tracked while playing with mods on, and I think it is higher just not as significant as 20%. A majority of people who recommend the game to people say that mods make the game better, so they probably start the game with mods and don't get any progress saved.
Stop doing that stuff you don't like, over and over. You don't have to. Just drop down through the portals and start scrounging around for wands wherever you think the game really begins. You don't need the hearts, you don't need the third bouncing ball or glitter bomb wand either. If you're getting splattered a lot you'll quickly learn how to get a new character back there in a minute or two.
It's a solid roguelike design ideal to try and cut out the stuff that enables players to torture themselves with tedium in the name of playing optimally. This game is not going for that.
Noita is open-ended, mystery-ridden, and probably has to be a kinda loosely-balanced game.
Now, this ahead is a facile thought, but: it wouldn't be very mysterious if the lava lake and waterlogged cave fit on the same screen. There needs to be some amount of expanse with stuff in it to have enough space to hide things.
Learn to git gud at valuing your own time.
There's been a community mod that's removed this restrictions for over 3 years now. https://modworkshop.net/mod/38530
Granted, I like roguelikes, but most of the roguelikes I enjoy are turn-based strategy RPGs, not action. For example, I bounced hard off of Spelunky. This game has me intrigued, specifically because of the wand powers and insane, wanton destruction of the environment.
From my hour or so of playtime, I don't think this game is horribly unforgiving (there are lots of roguelikes that are worse). It is obtuse, and it is really unclear to me so far how wand crafting actually works, but I can see there is something interesting there and that part of the game is figuring out how powers can work together. Making it more obvious how powers work together (or what will immediately blow up in your face) would be contrary to the spirit of the game. You are supposed to accidentally blow yourself up with a wand that you put the "explosion" power on. You are supposed to accidentally teleport yourself out of a safe zone and into a hoard of enemies while testing a displacement power...and more things that I definitely did not do on my first few runs.
I don't know how Noita will feel once I "know" the game. I am sure I will at some point regret having to go through the first couple of levels yet again hoping to find the build components I most prefer, but that's just how roguelikes are. But, for now, discovering it is a blast (often literally for my unfortunate characters). Would it be fun with the changes OP describes? Probably, but it would be fundamentally different experience. From what I can tell so far, learning the game is gameplay in itself.
I wouldn't be surprised if I still play it occasionally 10 years from now, if I'm still alive.
Even gruesome and incredibly hard roguelikes back in the day like "Towerclimb" had a level dedicated as a tutorial to get you familiarized with the mechanics of the game.
giving players gold to edit wands inside a holy mountain and explaining them the very basics of wand building,teaching them to turn sludge into water, to knowing how to trick kill enemies during a tutorial level, would go a long way to aliviate the frustration of starting to play this game.
But no, Noita just says, "enter the cave, here are keybinds, WASD, 1-9. Go."