I played about 4 hours yesterday and fully intend to spend more time with it this weekend. It's a good puzzle game. It may actually be a great puzzle game, but that depends on how it progresses....
I played about 4 hours yesterday and fully intend to spend more time with it this weekend. It's a good puzzle game. It may actually be a great puzzle game, but that depends on how it progresses.
People say that a playthrough is about 20 hours and that there is something after that as well. So, I'm still very much in the early stages. So far, it has basically been a narrative puzzle game that is based on a roguelike game loop. I love the atmosphere, the visuals, the core game mechanic. It's very relaxing. It also doesn't trigger my motion sickness, which is lovely.
My biggest issue has been the randomness. While it gives you that "one more try!" incentive, it does feel that the game often wastes my time as I get poor draws and cannot do much before having to reset and start another attempt. On some level, the puzzle of course is how to work around that. It's just disappointing how the randomness often blocks me from progressing or exploring.
So far, my overall experience has been reminiscent of Cyan's games (the Myst series, Obduction, Firmanent), Outer Wilds and other games of that kind. You exist in a world that you can manipulate and the mechanics of which you slowly figure out, there is a story to uncover, and the game puts very little pressure on you. But unlike in those games, the world here is more focused and restricted and Blue Prince borrows a lot from board games for its game rhythm and resource management.
If you like puzzle games and don't mind some randomness, I would definitely recommend giving it a go.
I'm getting the vibe that manipulating the deck is extremely important so that your goal isn't such a moonshot, or even that there may be a particular set of steps will consistently set you up for...
I'm getting the vibe that manipulating the deck is extremely important so that your goal isn't such a moonshot, or even that there may be a particular set of steps will consistently set you up for success. Like, just as an example whenever you draft a room it doesn't show up again in the deck - so if you're drafting a room with hallways, and the "optimal" manor has it in a particular spot, you're going to inevitably screw up down the line. I've learned about a particular restriction that changed how I prepare to draft an entire quarter of the manor, and there's a quirk about drafting which makes me more careful about opening doors.
That said, I'm also in some early frustration and pretty much echo your sentiment. But I am finding that - incrementally - I'm consistently gaining some sort of knowledge each time, and I'm excited to dive back in. (I also hit a neat plot snag which makes the game feel a little less dry than it initially came off.)
I'm also seeing that, in fact to the point where I'm starting to trust that the game is guiding me and the randomness is perhaps not quite as random as it initially seems. That said, it's still a...
But I am finding that - incrementally - I'm consistently gaining some sort of knowledge each time, and I'm excited to dive back in.
I'm also seeing that, in fact to the point where I'm starting to trust that the game is guiding me and the randomness is perhaps not quite as random as it initially seems.
That said, it's still a little frustrating, especially when I would like to test something or when I am trying to carry out a fairly specific task, but the necessary tiles just don't drop. It's that common puzzle game friction of knowing a solution but not being able to implement it which can be annoying.
I put about an hour in last night and I am enjoying it as well. Some reviewers have mentioned the value of a notebook and the game recommends one as well. I really don't want to manage a notebook...
I put about an hour in last night and I am enjoying it as well. Some reviewers have mentioned the value of a notebook and the game recommends one as well. I really don't want to manage a notebook but so far while I definitely see the value, it hasn't been necessary to me.
Randomness (especially this early) feels like an annoyance. Right now it feels like I should be focusing on fast turnover of days so I can explore and unlock mechanics. I wish these early runs were a bit longer as it takes time for the puzzles to coalesce.
I've found several ways to possibly just circumvent/eliminate randomness. I've only got 90 minutes so far and am still mostly rolling my face through the game and taking notes on the things I...
I've found several ways to possibly just circumvent/eliminate randomness. I've only got 90 minutes so far and am still mostly rolling my face through the game and taking notes on the things I think are instantly useful (although there's obviously soooo much more i'll need to jot down).
The signposting for uhhh...bypasses appears to be there. And i've done at least one or two things that saved me a lot of effort on specific runs, and I suspect can be more reliable than they might first appear.
I've done my best to stay mostly unspoiled on this, as it looks like the kind of puzzle game the wife and I will have a blast playing. The general vibe i've heard is "oh it's...
I've done my best to stay mostly unspoiled on this, as it looks like the kind of puzzle game the wife and I will have a blast playing. The general vibe i've heard is "oh it's simple....oh...wait..." and then the spiral begins.
I'd never even heard of this game until now. I just grabbed it from PS+ and it seems very promising. So thanks for letting me know! I love puzzle games, so roguelike puzzles seem like the dream!
I'd never even heard of this game until now. I just grabbed it from PS+ and it seems very promising. So thanks for letting me know!
I love puzzle games, so roguelike puzzles seem like the dream!
Several of the critics I follow have been gushing about this game for the past week or two. I tend to share their taste (which of course is why I follow them) and have been looking forward to the...
Several of the critics I follow have been gushing about this game for the past week or two.
I tend to share their taste (which of course is why I follow them) and have been looking forward to the release. I'm a few hours in now, and while it hasn't blown me away the way something like Outer Wilds or, say, Antichamber did, I am finding it very pleasant.
The basic board-game style mechanics are kind of relaxing and engaging, placing rooms and trying to line up the path how I want it; but it's how the different rooms can interact with each other that's starting to bring a really interesting additional layer to the game.
I played about 4 hours yesterday and fully intend to spend more time with it this weekend. It's a good puzzle game. It may actually be a great puzzle game, but that depends on how it progresses.
People say that a playthrough is about 20 hours and that there is something after that as well. So, I'm still very much in the early stages. So far, it has basically been a narrative puzzle game that is based on a roguelike game loop. I love the atmosphere, the visuals, the core game mechanic. It's very relaxing. It also doesn't trigger my motion sickness, which is lovely.
My biggest issue has been the randomness. While it gives you that "one more try!" incentive, it does feel that the game often wastes my time as I get poor draws and cannot do much before having to reset and start another attempt. On some level, the puzzle of course is how to work around that. It's just disappointing how the randomness often blocks me from progressing or exploring.
So far, my overall experience has been reminiscent of Cyan's games (the Myst series, Obduction, Firmanent), Outer Wilds and other games of that kind. You exist in a world that you can manipulate and the mechanics of which you slowly figure out, there is a story to uncover, and the game puts very little pressure on you. But unlike in those games, the world here is more focused and restricted and Blue Prince borrows a lot from board games for its game rhythm and resource management.
If you like puzzle games and don't mind some randomness, I would definitely recommend giving it a go.
I'm getting the vibe that manipulating the deck is extremely important so that your goal isn't such a moonshot, or even that there may be a particular set of steps will consistently set you up for success. Like, just as an example whenever you draft a room it doesn't show up again in the deck - so if you're drafting a room with hallways, and the "optimal" manor has it in a particular spot, you're going to inevitably screw up down the line. I've learned about a particular restriction that changed how I prepare to draft an entire quarter of the manor, and there's a quirk about drafting which makes me more careful about opening doors.
That said, I'm also in some early frustration and pretty much echo your sentiment. But I am finding that - incrementally - I'm consistently gaining some sort of knowledge each time, and I'm excited to dive back in. (I also hit a neat plot snag which makes the game feel a little less dry than it initially came off.)
I'm also seeing that, in fact to the point where I'm starting to trust that the game is guiding me and the randomness is perhaps not quite as random as it initially seems.
That said, it's still a little frustrating, especially when I would like to test something or when I am trying to carry out a fairly specific task, but the necessary tiles just don't drop. It's that common puzzle game friction of knowing a solution but not being able to implement it which can be annoying.
Still, I'm excited to dig deeper.
I put about an hour in last night and I am enjoying it as well. Some reviewers have mentioned the value of a notebook and the game recommends one as well. I really don't want to manage a notebook but so far while I definitely see the value, it hasn't been necessary to me.
Randomness (especially this early) feels like an annoyance. Right now it feels like I should be focusing on fast turnover of days so I can explore and unlock mechanics. I wish these early runs were a bit longer as it takes time for the puzzles to coalesce.
I've found several ways to possibly just circumvent/eliminate randomness. I've only got 90 minutes so far and am still mostly rolling my face through the game and taking notes on the things I think are instantly useful (although there's obviously soooo much more i'll need to jot down).
The signposting for uhhh...bypasses appears to be there. And i've done at least one or two things that saved me a lot of effort on specific runs, and I suspect can be more reliable than they might first appear.
I've done my best to stay mostly unspoiled on this, as it looks like the kind of puzzle game the wife and I will have a blast playing. The general vibe i've heard is "oh it's simple....oh...wait..." and then the spiral begins.
until yesterday, I hadn't even heard of it 😄. looking forward to trying it
I'd never even heard of this game until now. I just grabbed it from PS+ and it seems very promising. So thanks for letting me know!
I love puzzle games, so roguelike puzzles seem like the dream!
I’ve been hearing the buzz around this game this week. Excited to try it out!
Several of the critics I follow have been gushing about this game for the past week or two.
I tend to share their taste (which of course is why I follow them) and have been looking forward to the release. I'm a few hours in now, and while it hasn't blown me away the way something like Outer Wilds or, say, Antichamber did, I am finding it very pleasant.
The basic board-game style mechanics are kind of relaxing and engaging, placing rooms and trying to line up the path how I want it; but it's how the different rooms can interact with each other that's starting to bring a really interesting additional layer to the game.