I think the game makes it moderately clear that you need a certain "symbol" to open a gate. The symbol required is on screen and if you don't have it your icon glows red.
But apparently there's more to it than that. That was easy enough to figure out. But my Rank column now branches out into three directions with dots randomly filling up and titles changing form "Survivor" to "Chieftain" to "Wanderer" randomly without any pattern I can see so far.
Early game, I ate a yellow glowing thing and it said something about a "strange energy." Anyone know what that does?
Blue circles are bat rooms.Are the blue pulsating circles hibernation points?
But apparently there's more to it than that. That was easy enough to figure out. But my Rank column now branches out into three directions with dots randomly filling up and titles changing form "Survivor" to "Chieftain" to "Wanderer" without any pattern I can see so far.
2 hours in the drainage system later, down to the lowest rank again now (the ranking system seems to branch out in 3 directions now, still no clue why) and I would try and get a refund if I bought this on Steam. There really isn't any reward for all the bullshit you have to go through, I feel like I'm just hitting my head against a wall. The cool moments where you see or learn something new are extremely rare compared to all the going through areas you've seen 20 times already and dying to a random control fluke or hidden trap.
Hard to recommend.
I also can't really agree with all the "prettiest 2D game ever" statements, I think it doesn't look that great. The procedual tech is neat, of course.
Question for the devs: Are people supposed to figure out the ranking/symbol stuff by themselves or is it supposed to be figured out through discussions in forums and other places? Because it's EXTREMELY cryptic and doesn't really seem to fit into the game.
Devs are regrouping and discussing - we want to take the input 10000000% seriously but also want to make thought out and informed decisions. Also there are a few pretty minor tweaks that would make the game a lot more accessible! Thanks for all the feedback so far, we're still around and listening ~
Devs are regrouping and discussing - we want to take the input 10000000% seriously but also want to make thought out and informed decisions. Also there are a few pretty minor tweaks that would make the game a lot more accessible! Thanks for all the feedback so far, we're still around and listening ~
So I finally ranked up and got past a gate, only to get killed by the rain and respawn back at last checkpoint with a rank down below the gate requirement. Out of frustration I exited the game and when I returned to the game after a short break I see that I lost another rank for quitting the game...
Yeah, really not a fan of this rank system at all lol
That's optional stuff. It's lore and achievement related, sometimes. The doors only have the normal symbols.
Devs are regrouping and discussing - we want to take the input 10000000% seriously but also want to make thought out and informed decisions. Also there are a few pretty minor tweaks that would make the game a lot more accessible! Thanks for all the feedback so far, we're still around and listening ~
I think Waypoint's article described it wellHey, hidden one-hit-kill enemies you have zero way of knowing they're enemies.
Why.
edit: invisible enemies now. with long-range grabbing tongues.
What's the deal with this fucking game.
It's the difference between watching the BBC series Planet Earth from your comfy sofa and actually being the one fleeing from hungry lions as they stick sharp claws into your hide.
This is subversive game design. We're used to games catering to our fundamental understanding of life and the way we comfortably meet our end. Good game design always gives us a chance while bad game design is unfair.
In other words, traditional game design flatters our humanity, acknowledging our history of overcoming whatever stands in our way. A lot of games throw challenges at us in order to feed our fantasy of conquering their virtual worlds. But Rain World angles its world and the many challenges within from the perspective of an animal that sits in the middle layer of a food chain. It's from here that its approach to design comes from, as opposed to the privileged position of being the dominant species that we're so used to.
Hey, hidden one-hit-kill enemies you have zero way of knowing they're enemies.
Why.
edit: invisible enemies now. with long-range grabbing tongues.
What's the deal with this fucking game.
I think Waypoint's article described it well
https://waypoint.vice.com/en_us/art...e-stalker-but-a-platformer-and-youre-a-rodent
Yeah I have have no issue with "random" inescapable deaths from OP predators. Part of the "fun" here is being low on the food chain. A camo lizard or aggressive plant blending into the environment jump scare is totally in keeping with that theme. The issue is compounding things that are, sometimes, out of your control with a loss of rank that takes a toll on your progression. It's the difference between "Oh nature, you so scary" to "GODDAMNIT NO"
The whole point is that you're completely outmatched by pretty much everything else in the world. A mouse being snatched by a hawk or grabbed by a toad or crunched by a snake feels unfair for the mouse too. That's the appeal here: being the mouseGoing by that Waypoint article, I'm gonna call this bad game design then.
Going by that Waypoint article, I'm gonna call this bad game design then.
The whole point is that you're completely outmatched by pretty much everything else in the world. A mouse being snatched by a hawk or grabbed by a toad or crunched by a snake feels unfair for the mouse too. That's the appeal here: being the mouse
That's a wholly subjective question, isn't it?So the perspective should be shifted from "is this good game design" to "why am I wasting my time?"
Yeah I have have no issue with "random" inescapable deaths from OP predators. Part of the "fun" here is being low on the food chain. A camo lizard or aggressive plant blending into the environment jump scare is totally in keeping with that theme. The issue is compounding things that are, sometimes, out of your control with a loss of rank that takes a toll on your progression. It's the difference between "Oh nature, you so scary" to "GODDAMNIT NO"
Damn, your post made me laugh, but yeah, as it has been said before, you need to exit after reaching your checkpoint.
I think the game makes it moderately clear that you need a certain "symbol" to open a gate. The symbol required is on screen and if you don't have it your icon glows red.
The whole point is that you're completely outmatched by pretty much everything else in the world. A mouse being snatched by a hawk or grabbed by a toad or crunched by a snake feels unfair for the mouse too. That's the appeal here: being the mouse
This is subversive game design. We're used to games catering to our fundamental understanding of life and the way we comfortably meet our end. Good game design always gives us a chance while bad game design is unfair.
I think I, and many others, have discussed our criticisms of that. Hell, I was probably the loudest voice about the game on GAF and yet...What's the appeal in finally reaching a shelter after 10+ minutes of exploring/surviving only to have a max-rank gate next to it and nowhere else to go? (but backwards)
Have to agree with the ranking criticism. The rank system is needlessly frustrating and unfair, an extra unneeded kick in the teeth on top of the "bottom of the food chain" intensity. Also it hamstrings the entire sense of exploration because you always have to be thinking if you have the right rank for a region gate, and then if you're in a tough section, you're focused less on survival and exploration and caring more about your rank. It feels like a game-y addition at odds with the naturalistic ecosystem survival
By that, I mean it really doesnt add anything to the core concept of the game. It feels like it's there only as something for the player to do, rather than something a slugcat prey would be concerned with it. The player goals and worries are not in sync with the action onscreen.
It's like when Shelter 2 added pointless collectables that suddenly created this layer of gaminess over the lynx survival, this extra thing that diminished the feeling of being an animal in the world. Suddenly you had human concerns, outside of the mindset of the animal you were playing as
Needing to worry and maintain rank here feels the same.
An early idea - "the gate cistern drains and needs to be refilled by rain" - would be much better. It would restrict players to one region change per cycle, and not punish players because they couldn't recall what the symbol was on a gate they encountered 45 minutes ago.
But really, losing a rank because you died is too much. Having to restart the cycle, and navigate the world, is risk enough
The whole point is that you're completely outmatched by pretty much everything else in the world. A mouse being snatched by a hawk or grabbed by a toad or crunched by a snake feels unfair for the mouse too. That's the appeal here: being the mouse
Yes they can. Animals in the game are as mobile as you, and act independently of you (traveling between screens, hunting, fighting with each other, etc.). Think STALKER and Elder Scrolls: OblivionPlayed few minutes till first checkpoint and first meeting with a lizard that ended in death. Lizards cant follow you through pipes to next screen, right?
Played few minutes till first checkpoint and first meeting with a lizard that ended in death. Lizards cant follow you through pipes to next screen, right?
I'll wait for some patches before getting serious with the game.
Regarding the rank system, the game itself is player-hostile, which is fine; it's meant to be brutally hard to survive. But the rank system sounds more user-hostile: a gamey meta-level gate designed to artificially impede progress (for whatever reason).
I think my main problem is the map, both it's general design and how it resets any progress since your last hibernation when you die. If it saved whatever you've seen, was zoomed out more, showed up instantly rather than slowly filling out and paused your game I wouldn't care so much that I'm constantly dying or exploring the exact same places that I've already explored except coming into the room from a different doorway.