I think the biggest problem with the structure is that 90% of the point of the game is solving the puzzles but you spend 60% of your time playing the roguelite, and the roguelite isn't that good. Once you've made it to room 46, the roguelite aspects only serve to get in your way. If you were to look at the game solely from that aspect, with all the puzzles stripped out, at that point there isn't even a way to win a run and you probably understand the mechanics well enough to fill out the house every time. The roguelite was a puzzle that you've already solved, and then have to keep solving over and over to get a chance to access the rest of the puzzles.I've been playing Blue Prince for quite a while, and weirdly only got the pun like last week. And I work with blueprints constantly. We don't really call them that I guess.
The game is really solid if overly random at times. Basically you enter a house composed of a grid and every time you move from tile to tile you choose a layout of a room from a set of 3 options, and you progress through the structure. When you can't progress any further the day ends and you start over. This is super similar to a number of boardgames I've played when you have a deck of tiles and you build the dungeon as you go, but I'm blanking on any names.
Unlike the boardgames you have a few ways to affect what room options you get which is good, but the game is narratively and clue focussed so you really just need certain rooms at times and not getting them is tradegy. As an example I'm trying to do a thing where I need to get 5 categories of rooms in my build. Each of those categories has options of two to five rooms in them that I need to do my puzzle. I had one category left and 16 rerolls to get it. Didn't get it. My friggin garbage luck.
It's a good approach to puzzles though. On the base level the goal is to inherent the mansion by getting to the last room. This is readily achievable in probably less than 30 days on average - each day being one run. I got to the end just under that and I wasn't exactly killing it in terms of puzzle competence. After you get to the end you can keep going if you're into it - there are more puzzles and more story to uncover. I'm on day 100 and something at this stage, slowly uncovering more stuff, solving puzzles and pushing through . But the initial end is early enough that it's easy to "win" in a reasonable amount of time and then make your decision on whether to keep going or not. The ending you get is reasonably satisfying so you aren't left too cold if you do stop.
The biggest complaint I have is that the random nature of the game, and the "finish in any order" nature of the puzzles leads to periodic annoyance. Half the time when you bust your ass and figure out a super hard thing your reward is a clue to another puzzle. Early game that clue was often related to a puzzle I hadn't even found yet, now I'm making more progress but instead I get clues to shit I figured out previously. Or narrative story information that I already figured out. More rewards for puzzles that are either bonuses or new areas would be really appreciated. Especially like.. at this point in the game consumables like keys jewels or money shouldn't be a problem for me but I still periodically get screwed by not having enough. Just give me extra gems to start the day or more keys or whatever as a reward to help me pick up the pace now that I've worked my way out of the weeds.
Yeah, I think there is a maximum point at which the rougelite kind of runs its course. I do think it got me a lot further into the game than I would normally be able to so it definitely gave me benefits outside of gameplay but I really wish there was a way to just earn a point at which you can sit down and draw out the house in advance. Normally I drop puzzle games early because I get caught up trying to finish individual riddles or puzzles and I sort of go in circles before getting bored and giving up. The random room nature kept me from being able to do that so I just kept collecting puzzles and answers at random which was all good and kept me engaged right until there were no longer enough puzzles to give me something to do every run. And then that turned into me just seeking out one room layout over and over, and now I'm kind of clocking out and using guides to find optimal room groupings to mop up everything left efficiently.I think the biggest problem with the structure is that 90% of the point of the game is solving the puzzles but you spend 60% of your time playing the roguelite, and the roguelite isn't that good. Once you've made it to room 46, the roguelite aspects only serve to get in your way. If you were to look at the game solely from that aspect, with all the puzzles stripped out, at that point there isn't even a way to win a run and you probably understand the mechanics well enough to fill out the house every time. The roguelite was a puzzle that you've already solved, and then have to keep solving over and over to get a chance to access the rest of the puzzles.
Never underestimate people's ability to make really bad designs. You have to take into account that a lot of homes back then weren't designed by architects and were made by people building their own homes. My great Aunt's house had a bedroom that was only accessible from another bedroom. The rationale was that when they built the house they had babies and put the kid's room connected to their room. Obviously, once the kids get older this ceases to be a benefit and now they need to walk through your bedroom every time they get up in the middle of the night.Last screenshot I took before finishing the epilogue and deleting the game.
View attachment 13294
John Marton's floorplan sucks. Look at the map in the corner. He wedged the living room between all the rooms and a long hallway. The light can only enter from the windows at the far ends! All the early 20th century floorplans that I've looked at have the living room (and some of its windows) in the front of the home.
Apparently you're supposed to "reroll adventures" so that you get new bosses to fight. Myself, I never bothered.Finished Remnant: From the Ashes, which happened far sooner than I'd expected, only about 10 hours in. Which is surprisingly short for a modern game, let alone a proto-soulslike.
Most level have 2 alternate boss, which also have alternate weapon reward.Apparently you're supposed to "reroll adventures" so that you get new bosses to fight. Myself, I never bothered.
Yeah, I have no patience for his really early projects. Even Killer7, Which does have much more going on for by comparison. I admire him for his talents still.Also it's kind of annoying that you can only save the "game" whenever there's a rare moment of interactivity and you're given control over a character, since 85% of the game is scrolling through textboxes (to the Chinese torture of a typewriter clanking at every letter).
How much do you have even left at this point?I finally put in the work and managed through what is undeniably my least favorite area of Elden Ring so far: the Haligtree. What the actual fuck, dude?? Mobs that hit like mini-bosses, mini-bosses that hit like actual bosses, Scarlett Rot status everywhere, another goddamned ulcerated tree spirit, and "Pest Thread Alley" towards the end might as well be up there with "the archers" from DS1 or Shrine of Amana from DS2 as patently unfair.
Now I'm standing at HER fog door. I'm too mentally defeated right now to even try.
I've already beaten the main quest, so just the DLC. I avoided the Haligtree and Malenia in the base game almost entirely since it's all optional, and is notoriously difficult, but I decided to go for it.How much do you have even left at this point?