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BLUE PRINCE Anonymous 04/16/2025 (Wed) 20:17:07 Id: 685b82 No. 1101163
And, as it was foretold, I am awakened at the sound of a new Blue Prince thread. And... I suspect you wish me to look into the thread's future. I see... late game spoiler tags, read accidentally... seething at RNG... luck issue... and retards... filtered by toddler maths. What you have heard here has been foreseen... by the great anonzara.
I hate history and geography (doubly so made up ones), how important are they to finding all the secrets? Or are they just optional lore dumps that you can ignore? Also is there anything behind getting 8 (9?) classrooms other than a trophy?
>>1238299 pretty necessary for sigils which are basically necessary for later progression
I looked up the safe combinations and some of them are so esoteric that I don't see anyone solving them naturally other than going 0001 0002 0003 and then working their way back from the solution. Even reading the explanations they still feel convoluted and contrived.
>>1237531 >Without it the game would be another mediocre rotate-3D-objects walking sim. 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. All that would happen is some of the tedium would be removed, and I played everything after room 46 like this and the game was far more enjoyable because of it. You can still have the stupid item management that fucks you, you can still have the stupid resource management that fucks you, even though none of these things add anything to the game either and I was only forced to contend with them because the available cheats were garbage. >while a real schizo might write down: There are countless red herrings. Hats, arrows on walls, lots of elements that aren't actually useful until late game. The problem is ultimately one of actionable value. If you play without cheating, there are a lot of runs where you can do literally nothing. You've already examined the rooms you're running through, there is nothing to be gleaned from redrafting them aside from resources you only need because of how shit the systems are. The casual player needs to take note of almost nothing to get to 46, the completionist will take note of many times more information than is actually required because the game is half baked dogshit. Is the game terrible? No. Is it good? No. At its peak it is mildly interesting, and then it goes right back to kicking you in the dick for no reason while painfully underperforming. The honeymoon period of the game is when it starts looking like it might be interesting, and then the bottom falls out and you realise that actually, there is no deeper mystery on offer. If the clues actually went somewhere, and maybe they will in a month when dataminers go through every line of code with a toothpick, I'll upgrade my score to a 7/10. At this point, with the game comically unfinished and lacking an acceptable resolution or meaning for half the time wasters in the game, it's a solid 5/10 at best, and a 3/10 if you don't get to the blue rooms.
>>1238940 >there will turn out to be the super secret blackprint rooms and it goes full horror game
>>1237531 >Sure, but in this one it's the only way it could work. Absolutely not. It's more infuriating because of how it takes a step BACKWARDS from traditional deck building games by NOT LETTING YOU LOOK AT YOUR GODDAMN DECK. How am I supposed to make an informed choice when I LITERALLY have no idea what options are available to me? Part of the fun of a deckbuilder (which is what this game is trying to include elements of) is to make decisions based on the information you have. But what do I get to decide in this game? Whatever the game lets me look at, and nothing more. It's only later in the game do you get ideas of what your deck entails and the ability to make adjustments, but otherwise the ONLY reason the RNG is in the game is to pad out the experience and for the developer to ignore a logical progress from puzzle to puzzle and letting the RNG do the work. It's lazy, it's trendchasing, it's like making a platformer with random generation terrain. There's no thought between each puzzle, there's puzzle "setpieces" tied together with random bullshit; the antithesis of a well designed puzzle game.
>>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.
>>1239797 The problem here is that you're still in the honeymoon phase. I mean, honestly I'd argue that you're not even there yet, I didn't find the sigil stuff fun. You haven't reached the point where those leads fade away into nothing. >youre throwing away an important ingredient of the game's design because you think you know better than the developer I don't often cheat in games, there's usually no point. But I wanted the puzzle stuff without the bloat, there's half of a good game here, ruined by inexplicable decisions made by a moron to try and pad out the length. Usually when I think the dev is a retard I just drop the game, but I was bored enough to keep playing. Some rogue-lites just make it hard at first but then you get better over time and the upgrades outpace the difficulty, that isn't true here. You can start with 100 bucks a day, doesn't really change much. Starting with a thousand stars? Well, that gives you infinite rerolls on rooms, but you'd burn through them through normal play pretty fast, so you'd never get that many stars to begin with. There are clearly broken combos like "remove 10 steps when you open your map..." into anything else if you have a nurse's station, which lets you essentially grind any experiment to infinite. Get that on gold income? You make 1k a day. Or, if you're unlucky, you'll never see it, or it'll only ever be paired with garbage like "spread some dirt". Sure, you can game the systems to a degree, but you'll never be able to get a room exactly where you want it every time. It's shit design. >can you tell me when you stopped playing, I stopped playing at the current end of the content, past the blue rooms. To my knowledge, nobody has solved any of the later puzzles, and my limited ability to datamine has revealed no useful leads, which implies that the game is probably over and what is left are just traces of puzzles that are unfinished or designed to be ARG shit where some discord tranny will find a solution and the dev will drop a new update with some of the rest of the game in it. I started cheating at 46, because I hadn't enjoyed it at all until that point.
>>1239797 >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. The key phrase being "drafted before", it's more of a glossary that doesn't complete until you run into stuff at random. New rooms just show up and you have no idea why or how in most cases. Usually it's just time gated by how many "days" you have played, but there's nothing to tell you such things happen. I use the example of a deckbuilder because they share similar philosophies of a rougelike, but even in a pure rougelike game, you have consistent information and patterns to make decisions from, which this game sorely lacks. I am all for games that try new things, but this game does nothing new besides mashing ideas together in ways that would not be acceptable if not shilled by the media. To directly counter your claim that this game HAS to be RNG, this game would play the same (and arguably better) if the blueprints were part of a visible deck of tiles you drafted from, much like any other tabletop game in the market such as Carcassonne. Drawing your "hand" of three blueprints and thinking about which doors to play them on, the discarding that hand and drawing three more to prepare for another door would be much more interesting than the literal crapshoot you deal with when opening a door and getting three options you (usually) have no control over. It also plays better into the puzzle focused nature the game is trying to present. You are putting together a blueprint puzzle, after all. Why make it so you have to blind pick from your box of jigsaw pieces? The only answer is to waste your time.
Why am I solving sigils? Am I really just mapping out the fucking vacation of the old man who is punishing me well past finding his precious fart sniffing room? I cannot conceive of an ending to the shit I'm doing right now, I feel aimless in my mystery solving. I'll dive into the library clue book in earnest next session I guess. Been ignoring it for a bit so it's time to see if it holds the meaningful direction I need from this game.
>>1240633 Legitimately, you are solving sigils for seemingly zero reason. That was the first thing I did after 46, and I thought it was completely useless. Later, I realised that actually it lead to something else, so I went and did that. Guess what? The thing it leads still hasn't lead anywhere. If you want to know what you're actually supposed to do now, you need 8 trophies for the blue tents upgrade. Once you have that, every blue room gives you a new blue clue if you put it in the 8th rank, and once you have accumulated most of these blue clues, you can tackle the chess puzzle which leads to a fake ending and a few meaningless clues, and/or you can tackle the family core, which ultimately leads to a seemingly meaningless clue nobody has yet deciphered. Nobody has found anything past this point yet.
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>>1240752 >you need 8 trophies for the blue tents upgrade Really now? Everything I bought from that shop turned out to be cosmetic just like I assumed the trophies were. So the game is actually giving me a literal checklist of things to do in order to progress instead of having a natural intuitive direction of progression. >hey, do these mind numbing logic and arithmetic puzzles 40 times each and I'll allow you to look at my clues that lead you to 3 more allowance coins Actually fucking hilarious.
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>tail end of current run >FINALLY score pump + boiler room >drain that bitch faster than you're mom did DEEZ NUTZ LMAO >all giddy, consider run done and dusted >on my way back stop by locker room >blow more keys than John Coltrane <mfw arriving down there for the first time
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>>1247357 You really can't tell sometimes things that look important lead to nothing (as far as anyone can tell) and things that look like nothing lead to something. Take for example pic related. The title text isn't that colour when you first obtained it. At somepoint it became golden, I can't tell if that has any significance at all or if it is just a cosmetic effect to further represent wealth
>>1240752 Here it is, the big lead I've been looking for! Yeah, the dev is just spitting on the player here. Welp, time to autism all the blues in case not all these notes are unhelpful. It's so disappointing that a lot of this game feels less like knowledge gating more essential knowledge and more like grind gating trivia.
>>1247357 >Everything I bought from that shop turned out to be cosmetic Are we even playing the same damn game? It tells you the t-shirt is cosmetic and tells you explicitly what every other unlock (except Blue Tents and Cursed Coffer until unlocked) actually does. >Lunch Box gives extra Steps upon reaching Rank 5 and spawns in the dining room >Swim Trunks spawns a pair of trunks in the swimming pool >Dirigiblocks lets you play Dirigiblocks (not out yet) >Swim Bird unlocks Dare mode
>>1249435 To be fair >Swim Trunks spawns a pair of trunks in the swimming pool This actually adds 2 chests to the swimming pool, the game hints at it by saying "You might wanna bring some keys" but its not an explicit statement
>>1249733 Now that I typed that I got it
nook w/ 2 keys or reading nook (always draw library when drafting from nook) ????
>>1249939 Reading nook is better imo. Reducing the grind for library books helps a lot and library also increases the odds of some rare rooms.
>>1249733 You're right, but you got one thing wrong. they're trunks, not chests. It's a pair of trunks.
>>1249939 For now, Reading Nook. If you're still playing long enough to replace the upgrade, +2 Keys.
>>1249435 >Are we even playing the same damn game? No, actually. I've cheated out the RNG resource game altogether so only items that point me towards puzzles or their solutions matter to me. I haven't lost a run to steps since the early days and during my 46 in a day runs. Only the Blue Tents seem like they'd change the trajectory of progression. I would have preferred if they put these purchases behind a Mora Jai puzzlebox. At least that's a fun way to get pointless upgrades.
I thought about installing cheat engine just to up the speed in the game, only to find out that the dev went closed source and may have added adware that installs even when you unchecks all the optional crap. What versions are still clean, at least when built from the source?
>basement somehow reset (door locked again and carts/trolleys are back to original position) That's it. Fuck this kusoge.
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>>1240633 >punishing me well past finding his precious fart sniffing room the game ended when for you when you got to room 46. Everything else is just lore and getting the trophies for the 100%. >>1101163 >experiment with monk blessing because I never touched the shrine ever before >get epic lore from room 46 in shed >decide to try foundation for lols >elevator is raised for some reason, no way to lower it and didn't find security card >oh well start new day <it's still there <original foundation is gone the day after gives you a failsafe but I legit thought my save was ruined
>>1276549 That failsafe was added in a recent patch. Before that it did brick people.
>>1278661 No, the failsafe spray can was always there. t. still playing on the initial release because I pirated it
>>1278760 I could've sworn that the patch notes mentioned it being added. I must've shifted timelines again.
>>1278771 I hate it when that happens.
YEEEEES MOTHAFUCKER!!! I just got, the electric eel aquarium.
Did as much as I can in run, get showroom, burn cash on the ornate compass then rush through house for the trading post, hoping to trade it for upgrade disk. Pass through Lost & Found, which I'd forgotten about, it decides to steal the fucking compass.
Got around to pirating this finally, and more power to whatever psychotics out there that have the patience to play this game. I think around day 30 of getting fucked in the ass repeatedly by RNG I modded infinite resources and even with that trying to put together rooms to make progress was tedious, and all I did was get the straightforward, unsatisfying non-ending. The idea of a roguelite puzzle game isn't complete anathema to me, I just don't think that they needed to go as far as they did to null progress and waste time in between the time and effort needed to solve some of these esoteric puzzles. It just isn't worth the effort, at least not to me. The puzzles themselves can be fun and I liked what was being built up of the story/setting/characters but I definitely wasn't hooked enough to put up with this.
>>1445731 RNG definitely sucks, but for the record that wasn't the ending.
Finally got around to playing this. An excellent game and it's definitely fun, but I threw the towel at around the moment I started reading The Clue and got 4 Sigils. There's definitely a lot to enjoy in the game, even if you struggle against the RNG on principle (which is frankly a lot easier to deal with than some people here imply), but somehow they went crazier and farther than even Noita puzzles and that's just... not healthy unless you're in the turbo autismo territory. Just lightly gazing at The Clue fills me with an indescribable laziness, just imagining all the obtuse hard work it takes for just the slightest hints at the most obscure of things. Also not having some sort of database where you can look up all text you've read before is super annoying for no good reason. I ended up combining screenshots, book recordings and notes manually but jesus fucking christ what a hassle. And then it some fucking how gets even worse than that. I defended the RNG earlier, but some requirements are clearly very annoying to reach for some endings. Not even Noita was this bad, holy fuck. 8/10 Outer Wilds is still better.


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