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Beginning to Wander

https://youtu.be/QEydMjXD1Kw

This is why the other games have the hint system.

Each area in this game is tiny enough that I suspect the developers thought there was no need for a hint system: players could just check everywhere. However, the enemy spawn system, with Guardians or Hunters likely to appear in any large rooms, prohibitively punishes exploration. Thus, there’s a big chunk I cut out where I was just sitting and staring at the map for minutes trying to figure out what I’d missed, and there will be the same in future videos. I even started to look up guides because I was so lost.

Due to the small areas, you’d think I’d praise their imagination, but… each area just feels like a maze. Some stuff is neat, but most of the time I feel like it’s designed to be as frustrating as possible. Instant deaths existing in this game don’t help matters, and health pickups are ridiculously rare. The fact that they’re all large (30, 50 or 100) certainly helps, but not enough to keep from feeling like more than half of every boss fight is spent trying to heal up from all the damage they deal.

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