>>1238940
>I struggle to think of literally any element in the game that would be somehow worse if players could pick exactly what room they wanted.
to some extent i do agree, like i said the post-46 stuff does get annoying. sigil stuff, looking for books that you already read but need to reread with new context. but without these gamey, rng-ey stuff it would essentially be a weakly themed escape room, or an unfunny point and click adventure, or a quirky 'there is no game' like. if you like those games more power to you, but for me the novel genre mix is a huge reason why i played. if draknek drops another banger i dont know if id try it anytime soon even knowing that its probably good.
as far as drafting goes its novel enough to have this interlocking strategy component to a puzzle game that i can forgive it. i think RNG is like spice in that people have different tolerances in different contexts, and some people feel very strongly about it. i myself dislike pokemon tcgp's way of handling rng but i like card games in general, where rng is an inherent part of the game.
on the other hand, i didnt find item and resource management anywhere near as frustrating as other people here did, because i played like a schizo. i think cheating in infinite steps, keys, gold, and gems is like cheating in infinite ammo in gta or cheating in infinite gold in mmos. youre throwing away an important ingredient of the game's design because you think you know better than the developer. sure, some mechanics in games especially recently are transparently just tedium made to sell mtx, but i also think some mechanics that are/seem annoying at first are there for a good reason, and the existence of one doesnt preclude the other. in a world with mods and cheat engine and all that its tempting to cut out all the 'fat' and leave what you think you like and sometimes that leads to good results but sometimes i think it harms the experience.
to give a concrete example, at some point in the midgame i had essentially infinite coins, and keys/gems were a secondary concern to finding more clues and acting on known clues. this was a direct result of previously looking for clues, and successfully acting on clues, critically, as they become available through things like allowance tokens, the conservatory, the laundry payoff, the permanent upgrades, etc. if you cheat in resources on day 5 after getting frustrated you lose all that nuance and youre essentially playing this ARG-lite that requires minutes of walking through a visually bland vaguely british house with essentially no music.
on the item management i understand you more, but again there are ways of mitigating this. the schizo approach, coat check, knight blessing, efficient drafting, all of these make it easier. specifically axing the attic and making it common made items essentially free for me. not to mention that i feel that the more days you spend the higher the hidden luck stat gets, like you see more random items just laying around.
on red herrings, thats an unavoidable aspect of freeform puzzle games. you hallucinate connections where there are none. for endgame elements i kinda empathize but its a non-issue if youre a schizo note taker. the only downside is your notes get cluttered.
>If you play without cheating, there are a lot of runs where you can do literally nothing.
here i disagree. pre-46, most rooms can benefit from a second look. if you know for a fact that there is no more to be gleaned from every room, you should be in room 46 by now. post-46 i agree.
for me, the game started getting stale around day 60-70 when the list of possible leads shrunk to around five convoluted multi-step leads. im currently taking a break at day 81 or so, with room 46, 5 sigils 1 unsolved, the 3 admin passes, and a ton of allowance.
can you tell me when you stopped playing, where you started infinite keying/etc? what do you mean by blue rooms?
>>1239469
the room directory is available to you at all times. it tells you the types, rarity, and gem cost of every room that you have drafted before.
if youre referring to a more abstract 'deck' analog, there's le notebook. if you dont like notebook games or if you were somehow duped into playing this thinking it had a robust in-game note taking solution i can understand that.
that said i agree that its a poor deckbuilder. its hard to make good decisions with the conservatory when parameters change and rooms that are bad for 46 suddenly become desirable for the postgame. my mailroom is rare right now lmao
what id say is that its only a deckbuilder by association, being a roguelike. you dont really get to stack the deck permanently outside of that hallway upgrade and the conservatory. i think youre conflating deckbuilders and roguelites, which is understandable but inaccurate.
i think youre too used to and/or happy with level based puzzle games and good deckbuilders that youd rather have either than some unholy chimera. personally i value novelty a lot. if i want a good classic game id play a good classic game. i want new stuff from new games.
sure, its not as perfect as the journos would have you believe. my pet theory is that some/most of them dont even play games anymore, they just look at other people's reviews and cobble together a paraphrased more clickbaity amalgam of the whole.