Since each room can only appear once, you can minimize this by strategically choosing to place dead end rooms early on in the lower southeast/southwest, and edges generally. Then always make sure you have gems as you move north, so you can usually pick good rooms.
You paid $30 for it. Did you get $30 worth of entertainment from it? $3/hr sounds pretty good, and if all it did was not live up to your expectations because of what other people been saying, I'd say that's still money well spent, just you gotta adjust how much stock you put into what those particular people say as relates to good you enjoy something.
When I bought the original Brothers, it took me maybe 10 hours to finish, if even that. It was well worth the cost, amazing game. (Apparently the remake was badly done...)
Some games are in the "experience" category, $30 for 10 amazing hours, great deal. $30 for 10 hours and then a rage quit, not a good deal.
E: I still quite like Balatro - when it works it's a blast. I'll also still try out Blue Prince because people I respect seem to like it.
With roguelikes at least you are at the intended power level every time, even if some of these games are too RNG reliant.
Roguelike community has a saying - "losing is fun". And while I only played a few traditional rl games and finished none of them, I had great experience while constantly "losing" only a few hours into the run.
In most roguelites I play, losing isn't fun - it's frustrating. There is often very little variety in earlier stages of the game, so if you're bad (and I am) you're stuck replaying the same section for hours, only to get good RNG, go 1 level farther and immediately die to some new mechanic or difficulty spike.
One exception is The Binding Of Isaac, this is probably the best roguelite game I've ever played and nothing comes even close.
I enjoyed Balatro for quite a few hours before I had this problem, which is more than enough for me to call it a good game.
Beyond these first few hours though, you need ridiculously high multipliers to succeed. There's way too many jokers and 90% of them are trash by this point. The ones you need have vanishingly small probabilities, and then you need to add those probabilities together to get the combo of jokers required.
I would start a run, and within the first few minutes I would know that the RNG hadn't given me what I needed, reset, start again, repeat.
I looked up some guides, and they'd recommend using specific legendary jokers, which over my entire time playing (maybe 15 hours?) I didn't encounter even once. The only way to get them would be to play hundreds or even thousands of times.
At that point, it doesn't feel like a game anymore. It feels like a gambling addiction.
For me, that's time to call it quits. But I do wonder if the same people who struggle with gambling addiction in the real world are the ones who continue playing here.
At least with Balatro there is ten hours worth of game before your reach this point.
[1] https://www.reddit.com/r/slaythespire/comments/t3habp/the_fi...
Balatro has a different issue for me. Despite having a lot of joker it sometimes feels very RNG reliant and limited once you reach high stakes. Plus the difficulty rises somehow artificially by withdrawing options rather than expending the challenge.
Slay the Spire remains unbeatable for me. No other game has the same level of complexity. You get all the tool to limit variance but every choice becomes very significant.
is there actually something to beat in there?
I thought you rush through opponents, then hit the "collectively with all players of the world apply bajillion damage" and there's nothing more?
I just assumed that it's some online thing where it counts total damage from everyone to finally slay that heart "together"
I'm eager to play more, but this is something that was a worry already an hour in. The logic puzzle I did was good enough and seems like it can be generated procedurally well enough, the "math" puzzle I did wasn't. There's more than that, right?
> and some clues that I can only experiment with if the RNG deems me worthy.
And on top of that, it's hard to know if those clues actually will matter in other runs. I found a safe code in one run. If it takes three runs before the RNG decides the room with the safe will be there, will the code be randomized? I've been trying to avoid spoilers so it's hard to know what matters.
For anyone wanting a non-RNG puzzler set around a large building I highly recommend https://en.wikipedia.org/wiki/Lorelei_and_the_Laser_Eyes
Blue prince’s rng is quite well thought out imo. Once you pick up on some of the unwritten rules about the room drafting system and start building strategies around what to prioritize and how to adjust your goals, it starts feeling a lot like many other popular card-based strategy games.
There are weak points, for sure, and your contrasting it with Lorelei makes sense. But Lorelei’s puzzles felt so plain and unchallenging. I like that blue prince is keeping me on my toes.
Still, I 100%-ed and enjoyed it. Also a shameless plug: I made a mod that tweaks controls to add a back button, a map button, and to allow code locks to spin in both directions
I've switched to South of Midnight and it's amazing. Not everyone's type of game - and certainly not a puzzle game - but the graphics, music, story, and gameplay combine to make it one of the best games I've played in a long, long time.
How is this _not_ advertising in your mind? Surely you don’t think random people on HN are invested in your take on this game. What purpose did you intend if not to promote the newly released game?
I feel you’re trying to say you weren’t paid to advertise this game, which I believe, but it is 100% what you’re doing.
I post around a third to a half of the articles I write on my blog to HN – the ones I think people here will like. Sometimes they hit and sometimes they don't. Three weeks ago I wrote about Odysseus, a very ambitious larp, that was popular here:
https://news.ycombinator.com/item?id=43414992
And last year I wrote about my thoughts on The Sphere in Las Vegas:
https://news.ycombinator.com/item?id=40858165
As for things I disliked, I wrote about Tonight with the Impressionists, a VR exhibition in Paris:
https://news.ycombinator.com/item?id=40745133
I think you are saying that anyone posting a positive article about something you don't know about on HN is a shill, which seems quite strange. Sometimes people genuinely like things and want to share their thoughts on why.
My final note is that Blue Prince is not a relatively unknown indie game. It was included for free on PS Plus and Xbox Game Pass at launch – quite unusual. It was also previewed by quite a few publications and is almost certainly going to be shortlisted in a lot of game of the year lists.
And to be clear, I have not been paid to write this article. There are no incentives involved whatsoever.
So it seems it's quite popular.
What I’m saying is that it doesn’t feel obvious that I should definitely believe you. You are unambiguously promoting this newly released game. By doing this a savvy reader does need to question whether or not you’re a shill. And that is tiring. It is fully possible that this article is intended to manipulate.
Maybe background info on your past activities can provide evidence to reinforce the idea that you are doing this only because you want to. But I’m not really interested in researching you. Content like this is just not easily readable with blind trust.
I like that a link aggregator serves to surface things that people don't necessarily have investment in. I thought the article was well-written and I'm more interested now in what he has to say in future. (I guess the advertising worked...)
Idk. I feel it has a bad smell to be doing this at a game’s release with a review copy.
Again I’m willing to believe in good faith that there aren’t behind the scenes incentives here. But it would feel a lot more genuine to drop this at least a few months later imo. It _feels_ like advertising.
And frankly the juxtaposition of the glowing tone and then negative comments here has really thrown me about the whole thing. Whereas before I would just say it’s a difference of opinion, now there’s a question of intent to deceive. Meh.
I'm not exactly sure what leads to such a dramatic disconnect. Maybe game reviewers just value different things than the general population.
A game which maintains a high level of engagement during that review period but which drops off not long after that could show this kind of discrepancy between customers and reviewers. I don't want to suggest that Blue Prince is this sort of game (never mind that it might be deliberate) but I think it's possible for some games to have been designed for game reviewers rather than for long-term players. The top HN comment on this story (as I write this) would seem to indicate that the game has an issue with running out of steam after a few hours.
This sort of thing is not unheard of in other media as well. In the film industry this strategy is called Oscar-bait. Of course for a film it's not based on duration but subject matter. Certain themes and filmmaking techniques have been accused of being targeted at the narrower interests of the Academy rather than a broad audience.
This is conspiratorial nonsense.
(I have no affiliation with this post beyond being a fan of Adrian's writing and work + haven't played Blue Prince yet, although I'm very likely to play it because of this review)
I had my doubts when people were playing 100+ hours of it. That gave me the idea it would be a skinner box type game that is addictive but empty. So far nothing has changed my opinion on that.
The puzzles for resources you mention are by far the worst part for me. I really wish there were a way to say "I get it, I know how to solve simple logic puzzles and do basic arithmetic, just give me the stuff".
The thing that made The Talos Principle, The Witness[2] and similar games so great was that they spent a lot of time on designing the puzzles.
I'm not opposed to a Groundhog Day sort of scenario, but in that case it really needs to be done well, like The Stanley Parable, not just rely on pure RNG. If you want to use RNG you really should have some constraint system involved to ensure at least some progress could have been made by the player.
[1]: https://steamcommunity.com/id/ADHunter/recommended/1569580/
[2]: If you've played The Witness but haven't played The Looker, you've been missing out IMHO.
Also, for your example, I think you missed that you get a major permanent bonus when you got the room after using the other room.
But hey, it makes you get away with reusing the little content you made ad nauseam and procedurally tweak some numbers on top of it to fake progression.
Loop Hero was probably when I nope'd out forever, but at least that game was pure and honest.
The first hour was great. I was constantly encountering new rooms and solving puzzles. The many times where the game decided to give me nothing but rooms leading to dead ends was annoying, but I still had things to explore in the next run so it didn't matter that much. After that first hour, the game became a slog. I encountered the same rooms, solved the same two puzzles for resources and was constantly praying for the RNG to give me something new. There is some RNG manipulation, but not enough to mitigate the boring part of the game. There are a few interesting overarching puzzles, but most of them are wrapped in multiple layers of RNG.
For example, for one puzzle you need a specific item that randomly spawns, use it in a room that randomly spawns which you need to unlock with another room that also randomly spawns. It took me 6 hours for the game to give me a run where I got all three of those things in a single run. The reward? Some resources that I have next to no use for and some clues that I can only experiment with if the RNG deems me worthy.
I have absolutely no idea where the praise for the game comes from. Maybe this game is perfect for those who are really into roguelites, but for me personally it just feels like the game is wasting my time for no reason at all.