Noita is a game I was quite excited for, but didn't enjoy when it released. They really promoted the element mixing mechanics, so I thought there'd be more player control and emergent gameplay....
Noita is a game I was quite excited for, but didn't enjoy when it released.
They really promoted the element mixing mechanics, so I thought there'd be more player control and emergent gameplay. Destroying the terrain ala Falling Sand games but with proper RPG gameplay sounded very compelling.
In reality, Noita leans much heavier into the roguelike mechanics. The beginning always feels very samey to me, and I haven't seen very many interesting interactions between elements. Most of the time I just touch a single pixel of fire and lose 90% of my health.
Maybe I just haven't gotten good enough at the game to get to the interesting stuff, but I think it's not for me. However I see a lot of potential. I hope the devs either license the engine, or continue working with in in future titles which offer a little more freedom to the player.
Yeah, I had good fun playing with the physics but there's nothing super interesting you can do with them other than creating chaos that is usually detrimental to your run. It was also surprisingly...
Yeah, I had good fun playing with the physics but there's nothing super interesting you can do with them other than creating chaos that is usually detrimental to your run. It was also surprisingly hard for me to figure out how to play or what my objective was. I think the game has tons of potential though and I would kill for a more puzzle or adventure focused game with the same physics.
I don't consider this a spoiler - more of a necessary enhancement to the game, go left on the second level, there're better wands there. It helps alleviate the rng a bit at least. It's strangely...
I don't consider this a spoiler - more of a necessary enhancement to the game, go left on the second level, there're better wands there. It helps alleviate the rng a bit at least.
It's strangely curious how uneven Noita is. Enemy health is just scaled up in the game, which is a poor way of increasing difficulty. The devs added alchemy into the game, it's just so obscure that I've only seen a real chemical reaction twice. Wand design is fun, but they don't enable editing wands everywhere because player's played wrong. Enemy AI feels simplistic. Instead of increasing the world's interactiveness, there was the feast update. Yet, the physics is fantastic, the music is good. The visuals look excellent, from a technical perspective this game is amazing.
I think the devs have a very strange preconception about how to play their game, and I don't understand their direction. These guys are really good at the techy aspect of game design (their resumes are pretty impressive), but they need to pull someone who's good at fun, like Derek Yu.
Noita is a game I was quite excited for, but didn't enjoy when it released.
They really promoted the element mixing mechanics, so I thought there'd be more player control and emergent gameplay. Destroying the terrain ala Falling Sand games but with proper RPG gameplay sounded very compelling.
In reality, Noita leans much heavier into the roguelike mechanics. The beginning always feels very samey to me, and I haven't seen very many interesting interactions between elements. Most of the time I just touch a single pixel of fire and lose 90% of my health.
Maybe I just haven't gotten good enough at the game to get to the interesting stuff, but I think it's not for me. However I see a lot of potential. I hope the devs either license the engine, or continue working with in in future titles which offer a little more freedom to the player.
Yeah, I had good fun playing with the physics but there's nothing super interesting you can do with them other than creating chaos that is usually detrimental to your run. It was also surprisingly hard for me to figure out how to play or what my objective was. I think the game has tons of potential though and I would kill for a more puzzle or adventure focused game with the same physics.
I don't consider this a spoiler - more of a necessary enhancement to the game, go left on the second level, there're better wands there. It helps alleviate the rng a bit at least.
It's strangely curious how uneven Noita is. Enemy health is just scaled up in the game, which is a poor way of increasing difficulty. The devs added alchemy into the game, it's just so obscure that I've only seen a real chemical reaction twice. Wand design is fun, but they don't enable editing wands everywhere because player's played wrong. Enemy AI feels simplistic. Instead of increasing the world's interactiveness, there was the feast update. Yet, the physics is fantastic, the music is good. The visuals look excellent, from a technical perspective this game is amazing.
I think the devs have a very strange preconception about how to play their game, and I don't understand their direction. These guys are really good at the techy aspect of game design (their resumes are pretty impressive), but they need to pull someone who's good at fun, like Derek Yu.