[HN Gopher] Blue Prince is a roguelike puzzle masterpiece
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       Blue Prince is a roguelike puzzle masterpiece
        
       Author : adrianhon
       Score  : 76 points
       Date   : 2025-04-09 01:27 UTC (2 days ago)
        
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       | galleywest200 wrote:
       | I have been playing this game and it is really a blast. The
       | tutorial note cards strongly recommend using a pen+paper while
       | playing and I can second that as pretty much required for some of
       | the more "meta" puzzles.
       | 
       | Worth noting that I believe it is also on Gamepass and whatever
       | Sony's version of Gamepass is called if you already had those
       | services and wished to save a few bucks.
        
         | gs17 wrote:
         | > The tutorial note cards strongly recommend using a pen+paper
         | while playing
         | 
         | This is my largest complaint. The game should really have a
         | notepad built in. It doesn't need to write down clues for me,
         | but it would be nice to not have to find where my notes were if
         | I put the game down for a long time. Is it that it's a console
         | release?
        
           | RamRodification wrote:
           | So many games desperately need this feature. Almost all games
           | could benefit from it to some degree. I see zero negative
           | consequences to adding it to every single game in existence
           | just in case someone wants it.
        
           | detaro wrote:
           | if you play on PC through Steam, Steam at least has a notes
           | function in the overlay nowadays:
           | https://www.polygon.com/2023/4/28/23702656/steam-beta-
           | update...
        
             | gs17 wrote:
             | Unfortunately, I'm pretty sure adding Game Pass games to
             | Steam isn't really compatible with that. It looks like
             | there was a "notes" app for the Windows "Game Bar", but
             | it's no longer available.
        
         | nlawalker wrote:
         | Thanks for this callout, I was looking at the reviews here and
         | on Steam and waffling, but I've got Game Pass.
         | 
         | Also, re: notepad writing: if you've got two monitors, it
         | Alt+Tabs just fine. I'm writing this as the opening credits
         | play.
        
       | nameless912 wrote:
       | Already contender for my favorite puzzle game of the year. I
       | would compare it to Outer Wilds or Animal Well, but that would do
       | all three games a disservice. Blue Prince is a thoroughly unique
       | game that is worth your time. And like another commenter said, a
       | pad of paper is _absolutely required_.
        
       | npinsker wrote:
       | > I don't like what they do to me. I shudder to think how they
       | could supercharge builders like Dorfromantik, Carcassonne, and
       | Castles of Mad King Ludwig.
       | 
       | A very similar mechanic is used in the popular board game
       | _Betrayal at House on the Hill_. That game 's arguably even worse
       | because it has stat upgrades!
        
       | throwerofstone wrote:
       | After playing the game for 10+ hours and dropping it out of sheer
       | frustration, I came to the conclusion that I must have been
       | playing a vastly different game than the people praising it.
       | 
       | The first hour was great. I was constantly encountering new rooms
       | and solving puzzles. The many times where the game decided to
       | give me nothing but rooms leading to dead ends was annoying, but
       | I still had things to explore in the next run so it didn't matter
       | that much. After that first hour, the game became a slog. I
       | encountered the same rooms, solved the same two puzzles for
       | resources and was constantly praying for the RNG to give me
       | something new. There is some RNG manipulation, but not enough to
       | mitigate the boring part of the game. There are a few interesting
       | overarching puzzles, but most of them are wrapped in multiple
       | layers of RNG.
       | 
       | For example, for one puzzle you need a specific item that
       | randomly spawns, use it in a room that randomly spawns which you
       | need to unlock with another room that also randomly spawns. It
       | took me 6 hours for the game to give me a run where I got all
       | three of those things in a single run. The reward? Some resources
       | that I have next to no use for and some clues that I can only
       | experiment with if the RNG deems me worthy.
       | 
       | I have absolutely no idea where the praise for the game comes
       | from. Maybe this game is perfect for those who are really into
       | roguelites, but for me personally it just feels like the game is
       | wasting my time for no reason at all.
        
         | 383toast wrote:
         | > many times where the game decided to give me nothing but
         | rooms leading to dead ends
         | 
         | Since each room can only appear once, you can minimize this by
         | strategically choosing to place dead end rooms early on in the
         | lower southeast/southwest, and edges generally. Then always
         | make sure you have gems as you move north, so you can usually
         | pick good rooms.
        
         | fragmede wrote:
         | > After playing the game for 10+ hours
         | 
         | You paid $30 for it. Did you get $30 worth of entertainment
         | from it? $3/hr sounds pretty good, and if all it did was not
         | live up to your expectations because of what other people been
         | saying, I'd say that's still money well spent, just you gotta
         | adjust how much stock you put into what those particular people
         | say as relates to good you enjoy something.
        
           | glimshe wrote:
           | For me, a dead end after 10 hours of playing feels like
           | frustration. I don't like starting games I can't finish,
           | especially if I rage quit. It stays with me as a painful
           | memory, the opposite of entertainment.
        
             | com2kid wrote:
             | This is fair enough.
             | 
             | When I bought the original Brothers, it took me maybe 10
             | hours to finish, if even that. It was well worth the cost,
             | amazing game. (Apparently the remake was badly done...)
             | 
             | Some games are in the "experience" category, $30 for 10
             | amazing hours, great deal. $30 for 10 hours and then a rage
             | quit, not a good deal.
        
         | square_usual wrote:
         | I generally have the same frustration with roguelites as you
         | seem to: every time I start a run, it feels like I'm gambling
         | whether I'll have any fun at all. A bad seed or start can mean
         | losing in ways that feel unfair or boring, like in balatro if
         | you get a bunch of bad hands and bad jokers, you struggle
         | through rounds and hands until you either lose or get an
         | interesting combination. I don't need that kind of gambling in
         | my life when there's tons of games out there where I know I
         | will have fun.
         | 
         | E: I still quite like Balatro - when it works it's a blast.
         | I'll also still try out Blue Prince because people I respect
         | seem to like it.
        
           | DanielVZ wrote:
           | One common mantra about most roguelites is that every run can
           | be a successful run if you play your cards right. Some will
           | be harder, in others you'll become unstoppable, but the
           | general idea is that once you get good enough you should be
           | able to win runs. I'm not sure if this holds and is extremely
           | dependent on how balanced the game is, but I think it's a
           | sane way to approach the genre since it pushes you to improve
           | and generally becomes a rule once you become good enough at
           | some of the games.
        
         | explodes wrote:
         | Having multiple ongoing goals helps mitigate being locked out
         | from one.
        
         | gs17 wrote:
         | > solved the same two puzzles for resources
         | 
         | I'm eager to play more, but this is something that was a worry
         | already an hour in. The logic puzzle I did was good enough and
         | seems like it can be generated procedurally well enough, the
         | "math" puzzle I did wasn't. There's more than that, right?
         | 
         | > and some clues that I can only experiment with if the RNG
         | deems me worthy.
         | 
         | And on top of that, it's hard to know if those clues actually
         | will matter in other runs. I found a safe code in one run. If
         | it takes three runs before the RNG decides the room with the
         | safe will be there, will the code be randomized? I've been
         | trying to avoid spoilers so it's hard to know what matters.
        
         | ekorz wrote:
         | I was also sad to hear about how much RNG is in the game, that
         | is a detractor to what seems like a well put together
         | experience otherwise. If you wanted to give something else a
         | try, and have a PC, I made a first-person puzzle game that's
         | (hopefully) more akin to Antichamber and the puzzle bits of
         | Outer Wilds, called Chroma Zero. There's a demo on steam if you
         | just want to dip your toe in.
         | https://store.steampowered.com/app/3121470/Chroma_Zero/
        
         | crtasm wrote:
         | I've played about an hour and am getting the feeling I won't
         | see it through to an ending.
         | 
         | For anyone wanting a non-RNG puzzler set around a large
         | building I highly recommend
         | https://en.wikipedia.org/wiki/Lorelei_and_the_Laser_Eyes
        
           | notnaut wrote:
           | Having played both of these games I agree that Lorelei stands
           | out as a sort of foil for blue prince. And my opinion is that
           | that is a huge endorsement of blue prince. Lorelei's puzzles
           | felt so inelegant and largely detached from the ideas being
           | explored. Felt like a logic puzzle book, with some esoteric
           | story stuff on top that just did not keep me interested.
           | 
           | Blue prince's rng is quite well thought out imo. Once you
           | pick up on some of the unwritten rules about the room
           | drafting system and start building strategies around what to
           | prioritize and how to adjust your goals, it starts feeling a
           | lot like many other popular card-based strategy games.
           | 
           | There are weak points, for sure, and your contrasting it with
           | Lorelei makes sense. But Lorelei's puzzles felt so plain and
           | unchallenging. I like that blue prince is keeping me on my
           | toes.
        
         | khill wrote:
         | I've played for about an hour and agree with your assessment. I
         | still have it installed but I doubt I will revisit it.
         | 
         | I've switched to South of Midnight and it's amazing. Not
         | everyone's type of game - and certainly not a puzzle game - but
         | the graphics, music, story, and gameplay combine to make it one
         | of the best games I've played in a long, long time.
        
         | CyberDildonics wrote:
         | This is 'article' is just an advertisement
        
           | noqc wrote:
           | I haven't seen a single good review from anyone I trust, most
           | people are saying it's not good.
        
             | eieio wrote:
             | FWIW Adrian Hon (the writer) is easily the game reviewer
             | that I trust the most! I am quite sensitive to false
             | positives with games - it really sucks to spend a few hours
             | on a game that you drop - and my false positive rate with
             | his reviews is very low.
             | 
             | (I have no affiliation with this post beyond being a fan of
             | Adrian's writing and work + haven't played Blue Prince yet,
             | although I'm very likely to play it because of this review)
        
           | adrianhon wrote:
           | OP here: Is there anything that makes you say that other than
           | the fact that it's positive and I received a review key? I've
           | written about plenty of games I didn't enjoy that I got for
           | free (e.g. for judging awards) including games that were very
           | well-received, like Viewfinder and Pacific Drive.
        
         | adrianhon wrote:
         | OP here: I can see how that would be frustrating and I do touch
         | on that in my piece. It's not my job to convince you that you
         | should like it, but I would say that the mystery and atmosphere
         | and sense of discovery is what pulled me through the first
         | hours where I wasn't sure what was going on. If those things
         | don't chime with you, it can be a slog. What I've told other
         | people is that it's better not to view the game as a race but
         | more a place to explore.
        
       | airstrike wrote:
       | Been wanting to build a metroidvaniaroguelike on evenings and
       | weekends and this gives me a few ideas to noodle on... thanks for
       | sharing
        
       | riffraff wrote:
       | > As with other roguelikes, you can unlock persistent upgrades
       | that smooth over repetitive parts of the game.
       | 
       | I think those are called rogue-lites, for the reason that real
       | rogue-likes (e.g. nethack, DCSS) actually wipe out all your
       | progress on each attempt.
        
         | skyyler wrote:
         | At this point, times have shifted, and meta-progression is
         | usually considered an aspect of modern roguelikes. There was a
         | trend of calling them "rogue-lites" but that's faded and now
         | games like ADOM and DCSS are "Classic roguelikes"
         | 
         | It's not a hard and fast rule or anything, just what I've
         | observed in gaming discussions.
        
           | uses wrote:
           | Indeed, the distinction used to be useful. But now, it's not
           | useful because honest-to-God roguelikes are just not getting
           | made outside hobby projects. Meanwhile, roguelites have
           | become a core pillar of modern gaming, artistically and
           | commercially. I think calling roguelites roguelikes is
           | perfectly fine. It's simply what the genre became.
        
             | card_zero wrote:
             | That's horrible, but I can't stop you.
        
           | TulliusCicero wrote:
           | Traditional roguelike is the term I see on Reddit and Steam:
           | https://store.steampowered.com/tags/en/Traditional+Roguelike
           | 
           | Traditional roguelikes seem cool in theory, but I like co-op
           | for most of my PvE content, and like most turn-based games,
           | no co-op to be had there.
        
           | chongli wrote:
           | That's a shame, because meta-progression ultimately
           | undermines the spirit of these classic games.
           | 
           | Roguelikes were designed to play like arcade games in that
           | you'd always start over from scratch and try to get a high
           | score. Most attempts ended in failure but as you got better
           | at the game it was reflected in your score. Even after
           | players achieve a high degree of expertise they still find
           | the games challenging to win and so they keep playing and
           | enjoying them for years to come.
           | 
           | Meta-progression takes away the from-scratch element and just
           | allows you to win through sheer persistence, chipping away at
           | the problem until it's easy enough for you to finish it in
           | one final run. But then what? The game is no longer the same
           | challenge it was when you first started. It's like a mountain
           | that keeps getting smaller every time you attempt to climb
           | it, until it's finally shrunk to the size of an anthill. This
           | is not a recipe for a game you can play for many years.
           | 
           | Ultimately, what meta-progression does is turn a roguelike
           | into a standard narrative RPG just like any other. This is
           | one where the player's goal is to reach the end of the game
           | and that's it, not to learn the game's systems and reach a
           | high level of mastery.
        
         | taejo wrote:
         | NetHack does have ghost files (where you find the levels
         | previous characters died on, including their ghost and their
         | possibly-cursed loot). It's definitely not the same kind of
         | progression as in modern rogue-lites, but it can be a boost to
         | pick up the equipment you found on a previous run.
        
           | chongli wrote:
           | Do note that enemies can also pick up that old equipment and
           | use it against you. I lost a promising character during the
           | last November NetHack Tournament [1] because a gnome picked
           | up a wand of fire from someone's grave and blasted me with
           | it.
           | 
           | Yeah that's another difference. When you play NetHack online
           | [2] [3] you run into the ghosts and graves of other players,
           | not just your own previous characters. I have run into levels
           | online with the ghosts of 3 different people who were all
           | killed by various dangerous monsters that kept accumulating
           | more powerful equipment from each victim. It can be quite
           | ridiculous!
           | 
           | [1] https://tnnt.org/
           | 
           | [2] https://alt.org/nethack/
           | 
           | [3] https://www.hardfought.org/
        
       | davidpfarrell wrote:
       | OP: A single giveaway just popped up on SteamGifts today:
       | 
       | https://www.steamgifts.com/giveaway/bloms/blue-prince
       | 
       | Is this you?
        
       | taeric wrote:
       | I just picked this up. Curious if this will be one I can play
       | with the kids while we are going to bed in the evenings. For a
       | long time, that was prime time to play Slay the Spire, as it will
       | get them to go to sleep. :D
        
         | egypturnash wrote:
         | It's got a bedtime story kind of vibe.
        
         | gs17 wrote:
         | I'd imagine it probably will get them to go to sleep, but
         | mostly because they'll be watching a lot of walking up and down
         | corridors.
        
           | taeric wrote:
           | Cool. Just wanted to make sure it wasn't overly dark in tone.
           | 
           | I also played the Stanley Parable recently, and that is one
           | that has a few sections that are a touch much for the kids.
        
       | blindriver wrote:
       | I tried playing this after buying it, but it was not what I
       | expected. There was a lot of FPS moving around and aiming and
       | that makes me nauseous so I had to turn it off. I guess there's
       | no refunds on PS games unfortunately.
        
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