I’ve watched two people online play the game and both pretty much slammed it. It should absolutely have been free with the console. Is $10 really disposable enough income to spend on what is essentially an ad for the console you’ve already bought and a handful of minigames? 7/10 is a wild score to give it, but I guess reviewers get these games for free anyway so price doesn’t matter.
Im going to need to go back and try it again, I don’t think i gave it enough time. I failed (because of course I did) about 5 times before giving up. Its a neat concept but it didnt get its hooks in me like everyone else says.
Without fullt spoiling it, does it have some kind of twist in it that I didnt give it a chance to do?
The rng mechanics are definitely frustrating for some but the game is way deeper. Getting to 46 rolls the credits but you are left with so many unanswered questions. Some people stop there and feel satisfied, but others are curious about the world.
My thoughts are to try to push through the initial frustration with rng on the drafting side. You’ll eventually find that there are Roguelite mechanics to help you along, and it will feel less rng-dependent.
Failing early is normal - your runs will get more consistent as you progress in the game across multiple days. And when they do, that’s when it really hooks you.
I don’t think there’s any moment that truly blows your mind. It’s a very slow burn. I found every run I learned something new that made me want to revisit old rooms and search out new ones. It definitely helps to take notes which is also fun in its own way.
Sometimes solving a puzzle just gives you some lore but that was also neat too. There’s one note I found that stuck with me regarding following traditions. It doesn’t have anything to do with the game but it was great writing!
There were a couple of moments for me that made me go “wait, how fucking big is this game actually?”, but otherwise yeah it’s more of a game where you gradually scratch at the surface and peel at the corners and bit by bit it keeps opening up and opening up and opening up beneath you.
If you only did a handful of runs, you likely didn’t experience many, if any, of the various ways that persistently impact your run. It is also a game that have layers to it, the draft some rooms first layer ends up giving way to the puzzle second layer as you progress. It does a great job of giving you different ways to look at something that’s old that suddenly makes it relevant again.
Honestly, the devoted community is pretty sure the whole game isn’t even solved yet.
I played it obsessively for a solid month or so following its release. One of the best puzzle games ever and still a GOTY contender for me.
I know some people didn’t like the RNG, but for me it never became a real big problem. You get some control over the randomness eventually, and I also just found the drafting part of the game enjoyable in itself.
Piecing together the story and the world building bit by bit and uncovering the mystery was also super enjoyable. It’s one of the most rewarding games ever for note-takers. So much so that keeping physical notes in a journal was like half my enjoyment.
I did find a few ways to control the randomness, but I’m wondering if there are many more? I basically got:
spoilerThe Coat Check where you can leave an item, and I think the well at the entrance of the mansion where you can drop a coin per day which increases your… luck or something?
There are several more. Some examples (light spoilers):
spoilerPick any room upgrades that give you extra dice. There are also two items that let you reroll, though they aren’t the easiest to acquire (but can be Coat Checked!). I also recommend looking into the Sheet Music puzzle.
There are some other ways to reroll or affect RNG, but I don’t know how to hint at them without spoiling too much.
I’m switching between Blue Prince and some other games, but it’s still such a good time whenever I play it. But then again, I’m a fan of both roguelikes and puzzle games. Just didn’t expect these two genres to mesh so well.
To quote one of my favourite book series of all times (Mistborn): “There’s always another secret”.
I think it’s a master piece. I played a lot of it.
I do kind of have a problem with the RNG because at some point I already know what I need to do to solve a puzzle, but I just need to get the right rooms to be able to actual make the puzzle. I don’t have a lot of time to play games, so I gravitate away from it due to this.
But aside from that, I think this is one of the most amazing games I’ve played. The lore, the design, the puzzles themselves. I’ve had quite a few moments where I was completely mind blown with things.
I played Blue Prince and Clair Obscur back to back on Game pass and I’ve got to say that these were two of the best games I’ve ever played in their respective genre. Makes me want to go back and try Myst/Riven.
That’s funny, I’m doing the exact same thing. Got credits on BP and then started into CO. I don’t think I’ll go for the full puzzle experience with BP, I’ve had my fill.
Good news, Ferb! I know what we’re going to do this weekend! I don’t know much of anything about this one, which is usually best, but I’ve heard the name mentioned many times, and your “review” just convinced me to give it a shot.
I don’t get much time to play, but being able to try out gems I otherwise wouldn’t have spent money on really makes Gamepass worth while for me.
Well if you don’t get much time to play, be prepared that this one is an onion that takes time. If nothing else dive in long enough to see how much time the dev must have spent putting this together.
I played a ton of it, and it basically consumed everything I did, but after a while I just dropped it. I technically beat the game, but I think it’s probably the worst-kept spoiler that finding the 46th room isn’t finding more than a fraction of the puzzles the game has to offer.
At this point, it’s less of a fun payoff and more of just a feeling of “finally” for the puzzles. There’s a room that allows multiples of another room whose puzzle I never managed to figure out after multiple tries, even with heavy RNG manipulation. I have another puzzle that I have to have specific rooms to place as well, which means more RNG. When it’s giving good puzzles, the game is a wonderful onion. When you’re stuck on a bad one, you’re either cursing the RNG required for it, or wondering how the hell the devs could ever have expected that to be solved (looking at you, Room 8’s predecessor).
I’ve got what feels like a ton left to find, but it kind of feels like I’m at the point where the satisfaction is outweighed by the tedium or the sheer confusion the puzzles have. All that to say that this game has totally been worth it, even if I couldn’t find myself finishing it.
Up to room 46, it felt like every failed run built up to your eventual success, like any good roguelite. You failed, but at least gained a bit of knowledge, a permanent upgrade or improvement to the state.
Then you get to a point where each run is less and less rewarding and eventually give up. There’s nothing left to learn or upgrade, it’s now a fight with the RNG.
My opinion is that in the game you should have collected rooms over time, but be able to build the house with whatever tiles you have.
This would still require multiple playthroughs, as you need to rebuild the house for different puzzles, but also removes some of the RNG by tying it to finding new rooms rather than at every door.
I played at 1080P and Medium Settings with Raytracing on low and it ran at around 60 FPS. I hear there’s a mod to disable Ray Tracing though that makes it run a lot smoother, especially on Steam Deck. I believe the benchmark i heard with the mod was around 60 FPS on low on Steam Deck.
I found it to be a beautifully frustrating experience. There clearly are a ton of layers and puzzles can help you solve other puzzles. I appreciate the effort it took to make it, but it doesn’t feel like it respects the effort it takes to play it. Here’s some of my frustrations:
At a certain point you should get a magic vacuum upgrade to pick up all common items in rooms. Hunting for gems and coins in rooms on my 25th day sucks and adds nothing
I should be able to move at least three times faster. Fuck, navigating the house is slow
It really sucks that the first time you “solve” the primary puzzle you actually can’t progress until you solve a separate other puzzle that is dependent on finding one room and then another, and that is not clearly indicated at all
While footsteps eventually become trivial it’s an annoying resource when you don’t have full control over the layout of the house. So you can build a maze through no fault of your own and then you don’t get the steps to explore them
Eventually there’s a special room you can pick every run. Why do you make me actually traverse to that room? It burns useless steps and again, is slow as fuck
Additionally, the only “permanent” room you can place (to my knowledge) you can get way too early. So if you put that in a crappy spot you just kinda fuck yourself for the rest of the game
Sometimes you will think you have solved a puzzle but need to assemble the rooms to implement the solution. So you can: spam runs and rooms to get lucky and find it, do normal runs and just hope you find it, try to manipulate RNG to maximize the chance of solving that puzzle. None of those are fun when you have a couple of solutions to try and you spend multiple in game days manufacturing that opportunity
The items are kind of crazy. There is a puzzle that requires you to assemble three items in a specific room, then discover a separate other room, then get to that room to use that item. There’s like 15+ items in the game, how are you ever supposed to organically put that together? Also finding a metal detector in my first 5 days made me paranoid that every room was hiding keys and coins on the floor even when I didn’t have it
Some of the puzzles are so obtuse and have so many layers that if you ever happen to solve one that you suddenly think all puzzles could be that crazy. I solved the chess puzzle before the periodic table puzzle and was building this wildly complicated solution to that puzzle when it was actually really simple
Despite my gripes I do think it’s a good game with incredible puzzles and a very unique design. I just think it doesn’t account for people actually playing it. I would bet there’s a really intriguing story under this but eventually I got so hung up on performing solutions I had already discovered I couldn’t be bothered to also discover the plot. I did read a summary after that helped contextualize things. Honestly what I’m looking forward to is when someone else takes these mechanics and refines it into a really cool rogue-like
Just here to agree with your thesis. It feels like Blue Prince doesn’t respect my time. So much of the game relies on luck but each round is 30+minutes long.
I got credits and uninstalled. I respect this game, but I’m not sure I enjoyed it.
If you got credits, thats you completed the tutorial. The game has ridiculous depth and story to discover. I can totally see how not every one gets that
You’re not wrong. I’ve had most of these thoughts. I would appreciate more permanent upgrades to save time.
I won’t say it’s a flawless game. The depth is just so unexpected.
I played through the credits run solo. Now that I’m passed that, I’m bouncing ideas off a friend because it might take either of us ages to discover things like how to create certain items, etc.
My SO and I have been obsessed with this game for the past few weeks now. Unlike any other game I’ve played, this one makes you feel smart for remembering small details about things you spotted earlier, or when you look back on a note you took that is suddenly relevant.
That said, we are at a point now where we know roughly what we have to do, but we still need to slog through multiple days to get the rooms we want to appear.
We’ve built enough starting bonuses that reaching 46 isn’t really a challenge, so now the drafting just feels like a slog.
I think from here on out we’re going to be looking up hints just to get to the finish line. [Edit: spoiler tags aren’t working for me, removing them for now]
Hey! Not sure if you’re on an app or browser. I’m currently on the Lemmy browser. Doing
<span style="color:#323232;">::: spoiler An example spoiler
</span><span style="color:#323232;">Something happens at the end of the game!
</span><span style="color:#323232;">:::
</span>
works for me to make
An example spoilerSomething happens at the end of the game!
I’m curious to see if copy/pasting that on your end will look correct on my end, even if it looks wrong for you.
Absolutely baffling that this isn’t free. I watched RTGame play it on YouTube and can’t imagine how ripped off I’d feel if I paid cash money for it. I had 1 2 Switch with my switch at launch and was instantly bored by it, but at least it was actually a game.
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