[HN Gopher] Blue Prince is a roguelike puzzle masterpiece
       ___________________________________________________________________
        
       Blue Prince is a roguelike puzzle masterpiece
        
       Author : adrianhon
       Score  : 178 points
       Date   : 2025-04-09 01:27 UTC (3 days ago)
        
 (HTM) web link (mssv.net)
 (TXT) w3m dump (mssv.net)
        
       | 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.
        
               | detaro wrote:
               | possible, yeah, from what I've heard the launcher is
               | weird for those.
        
             | Anon1096 wrote:
             | I don't recommend using it, there's unfortunately a bug
             | where your notes will not save randomly and just disappear
             | between sessions. Which for a note taking feature basically
             | makes it usuable. You can find discussions about the bug on
             | steam ex https://steamcommunity.com/discussions/forum/1/667
             | 9490218977...
        
           | rjh29 wrote:
           | I've played 10 hours ish and it needs pen and paper notes. A
           | text notepad probably won't work
        
           | SamBam wrote:
           | I haven't played this, but I played _Obra Dinn_ , which the
           | review mentions, and I really don't think digital notes would
           | have been nearly as good as pencil and paper. I really needed
           | to draw arrows between things, sketch out a timeline, put
           | question marks around ideas, etc. Pencil and paper is just so
           | much more expressive.
        
             | Secretmapper wrote:
             | I think the option would be great regardless. What you say
             | is true - pen and paper is more expressive than digital
             | notes, but digital notes is better than nothing.
             | 
             | I played Obra Dinn without pen and paper and I was fine.
             | 
             | There was a game called The Roottrees are dead which is
             | based on Obra dinn with a built in journal system and it is
             | really useful.
        
           | aqme28 wrote:
           | It's an indie game. I think that adding a full-fledged note
           | system with as much creativity as paper+pen is a big
           | undertaking and perhaps not the best use of resources for the
           | developer
        
         | 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.
        
         | falcor84 wrote:
         | > whatever Sony's version of Gamepass is called
         | 
         | Just mentioning that it's PS Plus, and the game was made
         | available on their Extra & Premium tiers at launch [0], which
         | is nice, as they typically release all the games on the same
         | day in the middle of the month.
         | 
         | [0] https://blog.playstation.com/2025/04/09/playstation-plus-
         | gam...
         | 
         | P.S. "Lost Records: Bloom & Rage", the second half of which is
         | due to come out in a couple of days is very different, but
         | highly recommended too, especially in its emotional vibes and
         | how well they integrated the VHS camera into the gameplay.
        
       | 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!
        
         | tstrimple wrote:
         | I really want to like the super crunchy board games, but it
         | turns out after 90 minutes of setup no one else wants to play
         | anymore. And it's exhausting being the only person willing to
         | learn the rules to teach everyone else. We literally only setup
         | and played Gloomhaven once. I need a better board game group.
        
       | 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.
        
           | rjh29 wrote:
           | Also, there's a great book on drafting that you can find at
           | the Library (of course you need to draw the Library twice,
           | one to request the book and one more to get it - another
           | issue with the RNG)
        
         | 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.
        
             | tstrimple wrote:
             | One of the key differences between rogue _lites_ and rogue
             | _likes_ is meta progression. In most roguelites you 're
             | able to unlock things and get more powerful for future
             | runs. In roguelikes you always have the same starting rng.
             | I definitely agree with you that it's all up to the game to
             | balance the progression through both unlocks and skill
             | improvement so it's not _entirely_ rng. But I also don 't
             | think many put much effort into "every run is solvable".
             | Especially for roguelikes.
        
               | ClicksButtons wrote:
               | I'd say it's even worse for roguelites. They tend to
               | balanced assuming the player has done some or most of the
               | meta-progression. Sometimes to the point where it feels
               | the game forces you to lose to experience more of it. (I
               | really liked inscryption up until it forced me to fail
               | 2-3 times because I progressed too much)
               | 
               | With roguelikes at least you are at the intended power
               | level every time, even if some of these games are too RNG
               | reliant.
        
               | archargelod wrote:
               | With real roguelikes (aka games on a grid with turn-based
               | combat), I believe they're not designed to be fair at
               | all. There's so much rng involved, so you will get
               | unexpected and unfair deaths and lots of them.
               | 
               | Roguelike community has a saying - "losing is fun". And
               | while I only played a few traditional rl games and
               | finished none of them, I had great experience while
               | constantly "losing" only a few hours into the run.
               | 
               | In most roguelites I play, losing isn't fun - it's
               | frustrating. There is often very little variety in
               | earlier stages of the game, so if you're bad (and I am)
               | you're stuck replaying the same section for hours, only
               | to get good RNG, go 1 level farther and immediately die
               | to some new mechanic or difficulty spike.
               | 
               | One exception is The Binding Of Isaac, this is probably
               | the best roguelite game I've ever played and nothing
               | comes even close.
        
               | tstrimple wrote:
               | There is fair and then there is "fair". I do think most
               | rougelikes spend at least some time on making sure the
               | the default path is usually workable. I think roguelites
               | fall into the trap of relying on meta-progression to push
               | in-game progression too much. Some of the card roguelites
               | I play feel impossible to "win" without meta progression.
               | And in some it feels like they mostly expand complexity.
               | It's a difficult thing to balance. I'm mostly okay with
               | the difficulty spikes because they usually accompany
               | power spikes that you can get with the right choices and
               | rng. I really like the "breaking the game" aspect of
               | roguelites like Balatro. Getting mathematical notation
               | for high scores hits different, even though it's not
               | necessary for beating the normal levels.
        
           | esperent wrote:
           | > I still quite like Balatro - when it works it's a blast
           | 
           | I enjoyed Balatro for quite a few hours before I had this
           | problem, which is more than enough for me to call it a good
           | game.
           | 
           | Beyond these first few hours though, you need ridiculously
           | high multipliers to succeed. There's way too many jokers and
           | 90% of them are trash by this point. The ones you need have
           | vanishingly small probabilities, and then you need to add
           | those probabilities together to get the combo of jokers
           | required.
           | 
           | I would start a run, and within the first few minutes I would
           | know that the RNG hadn't given me what I needed, reset, start
           | again, repeat.
           | 
           | I looked up some guides, and they'd recommend using specific
           | legendary jokers, which over my entire time playing (maybe 15
           | hours?) I didn't encounter even once. The only way to get
           | them would be to play hundreds or even thousands of times.
           | 
           | At that point, it doesn't feel like a game anymore. It feels
           | like a gambling addiction.
           | 
           | For me, that's time to call it quits. But I do wonder if the
           | same people who struggle with gambling addiction in the real
           | world are the ones who continue playing here.
           | 
           | At least with Balatro there is ten hours worth of game before
           | your reach this point.
        
             | dluan wrote:
             | Hades is fun because there is some skill involved with the
             | button mashing to go with the RNG, but it feels like too
             | many games are just dressed up gambling mechanics these
             | days. Balatro is too naked and bare with being clever
             | gambling, plus all the ding ding ding slot machine dopamine
             | special effects.
        
               | aqme28 wrote:
               | I really don't agree. When you learn the mechanics well,
               | you can _consistently_ win runs.
        
               | StopDisinfo910 wrote:
               | Hades relies too heavily on meta progression. You are
               | supposed to grind before winning. The game is not
               | balanced around your original state. I personally hate
               | that because I view it as the game wasting my time but I
               | can understand how it's supposed to be enjoyable.
               | 
               | Balatro has a different issue for me. Despite having a
               | lot of joker it sometimes feels very RNG reliant and
               | limited once you reach high stakes. Plus the difficulty
               | rises somehow artificially by withdrawing options rather
               | than expending the challenge.
               | 
               | Slay the Spire remains unbeatable for me. No other game
               | has the same level of complexity. You get all the tool to
               | limit variance but every choice becomes very significant.
        
               | NooneAtAll3 wrote:
               | > Slay the Spire remains unbeatable for me.
               | 
               | is there actually something to beat in there?
               | 
               | I thought you rush through opponents, then hit the
               | "collectively with all players of the world apply
               | bajillion damage" and there's nothing more?
        
               | StopDisinfo910 wrote:
               | I don't know how to understand your comment. The goal of
               | Slay the Spire is to climb all the way to the heart while
               | picking cards and beating it, preferably on A20 - all the
               | other difficulty levels being basically a tutorial
               | leading to the real game. There is no moment involving
               | all the players of the world and the game is generally
               | very slow so I'm a bit lost.
        
             | dsclough wrote:
             | People win streak gold stake Balatro, A20H slay the spire,
             | unfair slice and dice, and plenty of other games in this
             | category. Nothing wrong with playing a game for 10 hours
             | and being done with it but calling them rng fiestas just
             | because you can't beat the game on the hardest difficulty
             | every time after 10 hours is a bit dismissive of the level
             | of effort that is put in to getting these games as tightly
             | tuned as they are.
        
         | 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.
        
           | aqme28 wrote:
           | There are plenty more puzzles than that. Some of them sort of
           | metapuzzles
        
         | 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.
        
           | graynk wrote:
           | Lorelei is pretty great in its atmosphere, though the puzzles
           | can be quite disappointing. 80% of the time the solution is
           | "you're overthinking it, it's a number written down
           | somewhere"
           | 
           | Still, I 100%-ed and enjoyed it. Also a shameless plug: I
           | made a mod that tweaks controls to add a back button, a map
           | button, and to allow code locks to spin in both directions
           | 
           | https://github.com/graynk/LoreleiAndSaneControls
        
         | 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.
        
             | jncfhnb wrote:
             | Posting a review for an arbitrary game to HN definitely
             | smells like advertising to me. I don't think you would be
             | posting an article like this to HN that shat on a
             | relatively unknown indie game you didn't like.
             | 
             | How is this _not_ advertising in your mind? Surely you
             | don't think random people on HN are invested in your take
             | on this game. What purpose did you intend if not to promote
             | the newly released game?
             | 
             | I feel you're trying to say you weren't paid to advertise
             | this game, which I believe, but it is 100% what you're
             | doing.
        
               | npinsker wrote:
               | A lot of people do this, no? It doesn't seem more
               | offensive than any of the other handful of self-
               | submissions per day; certainly it's less so to me than
               | all those tech blog posts by companies. Also _Blue
               | Prince_ is a puzzly, escape-roomy game that 's one of the
               | highest-profile indie releases this year, so probably
               | more in tune with HN's taste than most games.
               | 
               | I like that a link aggregator serves to surface things
               | that people don't necessarily have investment in. I
               | thought the article was well-written and I'm more
               | interested now in what he has to say in future. (I guess
               | the advertising worked...)
        
               | jncfhnb wrote:
               | Do a lot of people do this? I don't actually feel like
               | this happens much here.
               | 
               | Idk. I feel it has a bad smell to be doing this at a
               | game's release with a review copy.
               | 
               | Again I'm willing to believe in good faith that there
               | aren't behind the scenes incentives here. But it would
               | feel a lot more genuine to drop this at least a few
               | months later imo. It _feels_ like advertising.
               | 
               | And frankly the juxtaposition of the glowing tone and
               | then negative comments here has really thrown me about
               | the whole thing. Whereas before I would just say it's a
               | difference of opinion, now there's a question of intent
               | to deceive. Meh.
        
               | npinsker wrote:
               | That makes sense. The juxtaposition isn't just OP,
               | though: Blue Prince is an extremely highly-rated game by
               | critics (https://www.metacritic.com/game/blue-
               | prince/critic-reviews/), and will likely be one of the
               | three highest-rated games this year, but has 80% positive
               | reviews on Steam at time of writing, which is very low.
               | On Steam it isn't even in the top 3 on its _single day_
               | of release.
               | 
               | I'm not exactly sure what leads to such a dramatic
               | disconnect. Maybe game reviewers just value different
               | things than the general population.
        
               | drilbo wrote:
               | it seems like it might be mostly attributable to the RNG
               | element of the game
        
               | chongli wrote:
               | Game reviewers don't spend as long with a game as regular
               | players. They play enough hours until they feel like they
               | have a good enough handle on the game to write the
               | review.
               | 
               | A game which maintains a high level of engagement during
               | that review period but which drops off not long after
               | that could show this kind of discrepancy between
               | customers and reviewers. I don't want to suggest that
               | Blue Prince is this sort of game (never mind that it
               | might be deliberate) but I think it's possible for some
               | games to have been designed for game reviewers rather
               | than for long-term players. The top HN comment on this
               | story (as I write this) would seem to indicate that the
               | game has an issue with running out of steam after a few
               | hours.
               | 
               | This sort of thing is not unheard of in other media as
               | well. In the film industry this strategy is called Oscar-
               | bait. Of course for a film it's not based on duration but
               | subject matter. Certain themes and filmmaking techniques
               | have been accused of being targeted at the narrower
               | interests of the Academy rather than a broad audience.
        
               | klausa wrote:
               | Many of the people reviewing the game highly (at well-
               | regarded publications) have spoken about playing the game
               | for tens of hours, some mentioning 100h+.
               | 
               | This is conspiratorial nonsense.
        
               | adrianhon wrote:
               | I do think random people are invested in my take on this
               | game, yes. If they weren't, it wouldn't have been
               | upvoted. It's actually very difficult to get links on the
               | front page of HN, the signal to noise is quite high.
               | 
               | I post around a third to a half of the articles I write
               | on my blog to HN - the ones I think people here will
               | like. Sometimes they hit and sometimes they don't. Three
               | weeks ago I wrote about Odysseus, a very ambitious larp,
               | that was popular here:
               | 
               | https://news.ycombinator.com/item?id=43414992
               | 
               | And last year I wrote about my thoughts on The Sphere in
               | Las Vegas:
               | 
               | https://news.ycombinator.com/item?id=40858165
               | 
               | As for things I disliked, I wrote about Tonight with the
               | Impressionists, a VR exhibition in Paris:
               | 
               | https://news.ycombinator.com/item?id=40745133
               | 
               | I think you are saying that anyone posting a positive
               | article about something you don't know about on HN is a
               | shill, which seems quite strange. Sometimes people
               | genuinely like things and want to share their thoughts on
               | why.
               | 
               | My final note is that Blue Prince is not a relatively
               | unknown indie game. It was included for free on PS Plus
               | and Xbox Game Pass at launch - quite unusual. It was also
               | previewed by quite a few publications and is almost
               | certainly going to be shortlisted in a lot of game of the
               | year lists.
               | 
               | And to be clear, I have not been paid to write this
               | article. There are no incentives involved whatsoever.
        
               | earlyriser wrote:
               | I haven't heard about this game until today, but
               | literally 10 mins before reading this on HN I was reading
               | this Polygon article about it
               | https://www.polygon.com/awards/557285/blue-prince-game-
               | of-th...
               | 
               | So it seems it's quite popular.
        
               | jncfhnb wrote:
               | Look, I believe you.
               | 
               | What I'm saying is that it doesn't feel obvious that I
               | should definitely believe you. You are unambiguously
               | promoting this newly released game. By doing this a savvy
               | reader does need to question whether or not you're a
               | shill. And that is tiring. It is fully possible that this
               | article is intended to manipulate.
               | 
               | Maybe background info on your past activities can provide
               | evidence to reinforce the idea that you are doing this
               | only because you want to. But I'm not really interested
               | in researching you. Content like this is just not easily
               | readable with blind trust.
        
               | ungreased0675 wrote:
               | I thought it was a well written and entertaining review.
               | While I'm probably not going to buy the game, I think
               | what the author wrote, and this discussion here is
               | important for discovering games I might be interested in.
        
         | 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.
        
         | rjh29 wrote:
         | Same experience after 8 hours. I can see how roguelite fans
         | would enjoy the dopamine hits of new information / upgrades /
         | solving tiny bits of puzzles. As a pure puzzle fan I found the
         | roguelite stuff repetitive and boring, and the puzzle stuff
         | itself is good but not mindblowingly good. (Yes - even the less
         | obvious puzzles)
         | 
         | I had my doubts when people were playing 100+ hours of it. That
         | gave me the idea it would be a skinner box type game that is
         | addictive but empty. So far nothing has changed my opinion on
         | that.
        
           | wgreenberg wrote:
           | As someone who just rolled credits on Blue Prince after 20
           | hours or so, I can definitely confirm that there's much much
           | more to the post-game content than a skinner box. It's much
           | more like a mega puzzle hunt[1] with an RNGish roguelike
           | wrapper.
           | 
           | [1] https://en.m.wikipedia.org/wiki/Puzzle_hunt
        
         | kbrackbill wrote:
         | I'm about 8 hours in and really enjoying it, but I feel like I
         | can see this in my future. For now I have so many
         | puzzles/threads going that even if one doesn't work on a run
         | because of RNG I'm still making progress somewhere else, but I
         | could see that drying up a bit as I solve more things and want
         | to focus on something specific.
         | 
         | The puzzles for resources you mention are by far the worst part
         | for me. I really wish there were a way to say "I get it, I know
         | how to solve simple logic puzzles and do basic arithmetic, just
         | give me the stuff".
        
         | magicalhippo wrote:
         | I read this[1] review on Steam which also raises the same point
         | as you.
         | 
         | The thing that made The Talos Principle, The Witness[2] and
         | similar games so great was that they spent a lot of time on
         | designing the puzzles.
         | 
         | I'm not opposed to a Groundhog Day sort of scenario, but in
         | that case it really needs to be done well, like The Stanley
         | Parable, not just rely on pure RNG. If you want to use RNG you
         | really should have some constraint system involved to ensure at
         | least some progress _could_ have been made by the player.
         | 
         | [1]:
         | https://steamcommunity.com/id/ADHunter/recommended/1569580/
         | 
         | [2]: If you've played The Witness but haven't played The
         | Looker, you've been missing out IMHO.
        
         | aqme28 wrote:
         | I disagree. The game is not meant to be played looking for one
         | specific item/room. It drip-feeds you clues and progress. Every
         | run pretty much I get _something_ that helps. If you're
         | beelining for just one thing it doesn't really work.
         | 
         | Also, for your example, I think you missed that you get a major
         | permanent bonus when you got the room after using the other
         | room.
        
         | moogly wrote:
         | I long for the day when people have tired of roguelites and
         | stops putting roguelite elements in every. single. game. of.
         | every. genre.
         | 
         | But hey, it makes you get away with reusing the little content
         | you made ad nauseam and procedurally tweak some numbers on top
         | of it to fake progression.
         | 
         | Loop Hero was probably when I nope'd out forever, but at least
         | that game was pure and honest.
        
         | bobcostas55 wrote:
         | I completely agree with this evaluation, I dropped it as well
         | fairly early on.
        
       | 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.
        
             | chongli wrote:
             | I prefer that they be hobby projects or solo-developer
             | crowdfunded efforts. Generally, I find that the traditional
             | (waterfall) lifecycle of commercial games is not conducive
             | to a good Roguelike. This is because the game is quickly
             | shifted into maintenance-mode after release and stops
             | receiving major updates soon after.
             | 
             | Roguelikes really benefit from long-term development and
             | continual balancing, new content, and quality of life
             | updates in response to feedback from players. These are
             | games meant to be played and mastered over the course of
             | several years. Traditional commercial game releases are
             | much better suited to one-and-done style single play-
             | throughs.
             | 
             | The other major commercial model, the subscription- or
             | microtransaction-supported long-term game development, such
             | as you'd see with popular multiplayer games like Fortnite
             | or League of Legends, would seem to be a viable alternative
             | for Roguelike development. I don't think it would work out
             | in practice, however, since most gamers don't seem to be
             | interested in playing a game to mastery unless it involves
             | a high level of competitive play.
        
           | 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.
        
             | jncfhnb wrote:
             | Eh, idk. Theres an argument to be had that meta progression
             | tends to cap in most of these games so eventually it
             | becomes a stable thing.
             | 
             | Although generally I find the meta progression of things
             | goes too far and starts off too weak.
        
               | chongli wrote:
               | Yes, because the goal of the game designer who adds meta
               | progression is to increase the number of players who
               | actually finish the game, at least when it comes to the
               | "true progression" style meta progression.
               | 
               | There is another approach based on unlocks, where the
               | player unlocks new characters or game modes rather than
               | having a single character get more and more powerful with
               | each run. Some people prefer these unlocks but others
               | don't. I saw one streamer, Jorbs, who got a brand new
               | game and immediately looked up a save file hack to unlock
               | everything from the beginning because he so detested
               | unlocks.
        
               | tstrimple wrote:
               | One thing I like about meta progression is the gradual
               | expansion of the game. It doesn't have to necessarily
               | make everything _easier_ , but it can be a good way to
               | temporarily lock away more complicated features and
               | abilities. For example, unlocking a new class after
               | completing the game with a previous class doesn't
               | necessarily mean the new class is more powerful or will
               | make the game easier. In some cases, the later class
               | unlocks are explicitly more difficult to beat the game
               | with and are unlocked for additional challenge.
        
               | chongli wrote:
               | Yes, that class / character unlock system is very common.
               | Some purists will say that a traditional Roguelike cannot
               | have these unlocks but I don't mind them. It definitely
               | is a way of gating the game's complexity so that a new
               | player doesn't have to cope with it all at once.
               | 
               | I think it should be optional though. There should be an
               | option to unlock everything from the beginning for
               | players who don't want to fiddle around with that stuff
               | and just dive into the full experience. Players like
               | Jorbs can feel so strongly about it that I think they're
               | actually offended by games that try to curate their
               | experiences to that degree.
        
               | tstrimple wrote:
               | Agreed on the optional part. I've picked up Satisfactory
               | again since 1.1 hit experimental. I like having the
               | option to skip a lot of the tedium. Don't get me wrong. I
               | normally love the early game tedium. That's where a lot
               | of decisions have long term consequences. But sometimes
               | you just want to play with new features, and games like
               | Satisfactory give you enough granularity of control to
               | tailor that experience to what you're looking for in most
               | cases. I appreciate options to make games much more
               | difficult or accessible at the same time. Just because I
               | tend to like brutally punishing games doesn't mean others
               | have to experience the same games in the same way. I want
               | fallout games to have a survival mode and I want
               | rougelites to have a tourist mode. At the same time not
               | all games have to cater to all audiences. So it's
               | perfectly fine for casual games to focus on their
               | audience and the same for more "hardcore" games. I just
               | really appreciate it when a developer is able to thread
               | that needle and give way more folks a way to enjoy their
               | games across skill / difficulty boundaries.
               | 
               | I'm particularly interested in the area of coop games
               | where you've got two players of radically different
               | capabilities. I really like newer games in the vein of
               | "Split Fiction" or "It Takes Two". But they tend to
               | assume somewhat equal levels of competence for skill
               | based sections of the game. So if I try to play with my
               | wife I have to wait over and over again as she fails what
               | are to me basic jumps. I'd love to see more exploration
               | of asymmetric gameplay. Where it's not just both players
               | having to navigate the same obstacles, but allows players
               | to better leverage their skills to overcome something
               | together. I remember staying up late nights with my now
               | wife playing Diablo 2. But now I'm at the point where I
               | want to push high tier rifts and she just wants to finish
               | the story line. I'd like to see more examples of coop
               | games where the burden falls more heavily on one player
               | and the other is mostly along for the ride. Not all
               | gamers are looking for the same things out of their
               | games, but that doesn't necessarily mean they shouldn't
               | be playing together.
        
               | chongli wrote:
               | _I want fallout games to have a survival mode and I want
               | rougelites to have a tourist mode_
               | 
               | It's funny that you mention that. NetHack, one of the
               | longest-running traditional Roguelikes (in active
               | development since 1987) actually has a Tourist class.
               | However it's not what you think. The class is based on
               | the tourist character Twoflower from the Discworld series
               | of books. This class is the hardest one in the game
               | because it starts with the least amount of fighting
               | ability, no weapons (apart from some darts), and no
               | armour (just a Hawaiian shirt).
               | 
               | You do, however, also start with a credit card (useful
               | for jimmying locks), some healing potions, a lot of food,
               | a lot of money, some scrolls of magic mapping (maps), and
               | an expensive camera (the monsters in the dungeon hate
               | flash photography)! But until you become a lot more
               | experienced shopkeepers will recognize you as a tourist
               | and try to rip you off, so you better spend your money
               | wisely!
        
               | jncfhnb wrote:
               | Personally I have yet to see a game where unlocks didn't
               | tend to be MUCH better than the starting set
        
           | ajkjk wrote:
           | I kinda disagree? mostly I see people use roguelite to refer
           | to roguelikes with progression and roguelike for those
           | without. But I suppose both are also called roguelike as a
           | gloss.
        
         | 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/
        
         | Nifty3929 wrote:
         | Not sure I quite agree - I think it's fine to have "persistent
         | upgrades that smooth over repetitive parts of the game" within
         | the proper roguelike genre, as long as they don't make the run
         | easier. Gungeon is an example, with unlocks for skipping lower
         | levels once you have demonstrated sufficient mastery that
         | they're merely time-wasters rather than adding to the
         | challenge.
        
       | davidpfarrell wrote:
       | OP: A single giveaway just popped up on SteamGifts today:
       | 
       | https://www.steamgifts.com/giveaway/bloms/blue-prince
       | 
       | Is this you?
        
         | adrianhon wrote:
         | Nope.
        
       | 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:
           | With the shifting rooms, it's almost dream-like.
        
         | 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.
        
             | aqme28 wrote:
             | It can be a little bit creepy in an empty-house way, but I
             | haven't seen any gore or ghosts
        
       | 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.
        
       | NelsonMinar wrote:
       | The buzz on this game is very strong. The Triple Click podcast
       | just loves it: https://maximumfun.org/episodes/triple-click/blue-
       | prince-rea...
        
       | zkiihne wrote:
       | From the maker(s) of mythicspoiler.com
        
       | billfruit wrote:
       | Dungeon of the Endless is another interesting game about
       | essentially opening rooms/doors. The frantic rush to move the
       | diamond thing to the last room while swarming alien creatures try
       | to stop you is very interesting.
        
       | ndsipa_pomu wrote:
       | Read the review and thought it looked like the kind of thing that
       | I like, but then saw that it doesn't have SteamDeck
       | compatibility. Sorry, but if you're only going to target Windows
       | then you're not seeing my money.
        
         | kamiheku wrote:
         | While I presume they don't provide a native Linux build, it
         | _is_ listed as Playable on Steam Deck.
         | 
         | > Valve's testing indicates that Blue Prince is Playable on
         | Steam Deck. This game is functional on Steam Deck, but might
         | require extra effort to interact with or configure.
         | 
         | > * Some in-game text is small and may be difficult to read
         | 
         | > * All functionality is accessible when using the default
         | controller configuration
         | 
         | > * This game shows Steam Deck controller icons
         | 
         | > * This game's default graphics configuration performs well on
         | Steam Deck
        
           | ndsipa_pomu wrote:
           | My experience is that "playable" on Steam Deck generally
           | means a poor experience. I'll wait until it's something like
           | "verified".
        
             | izacus wrote:
             | My experience disagrees. Many "playable" games run very
             | well and many "verified" don't.
        
         | yoru-sulfur wrote:
         | I don't have a Steam deck, but for what it's worth I haven't
         | had any problems with it on my arch desktop
        
         | adrianhon wrote:
         | OP here: I played it on Steam Deck for 20 hours, it was fine.
         | No performance issues; a very small minority of art was hard to
         | see because it was small, but using the Steam Deck's built-in
         | magnifier tool (Steam + L1) was easy enough.
        
         | izacus wrote:
         | SteamDeckHQ review says the game runs well on it though:
         | https://steamdeckhq.com/game-reviews/blue-prince/
        
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