Found this on game pass (which I keep meaning to cancel, but here we are). Holy. Shit.
It’s a cute little cell shaded board style game. Might be fun to toy around with… Maybe just a couple more tries…wait what…?
It’s a masterpiece. It’s genius. It’s madness. It’s like Myst shot up the 7th guest and started snorting riddles.
Did anyone else stumble into this labyrinth? I’m obsessed.
I helped a friend with exactly one puzzle, and thought the artstyle was cool. Am browsing this thread because I’ve heard about the hype and want to see if I ought to check it out myself.
It’s not a perfect game as I’m sure you’ve gleaned from this thread. It varies from individual to individual how much the RNG affects your enjoyment but I can understand some people’s frustrations.
That being said: it’s not a full price game, it’s an incredibly interesting and unique concept and it’s put together with an incredible amount of detail and care. It’s also made by a small indie studio, and I love supporting those. If the puzzle you helped solve seemed interesting and you like puzzles and escape rooms and piecing things together then you should absolutely buy it, in my opinion.
I’m not sure if I agree on the “full price” comment, it’s not much different in quality than Myst or Outer Wilds.
Outside of that I agree, the real deciding factor is how much RNG annoys you. I loved the puzzles and gameplay, but gave up after the “first” ending because there were a ton of puzzles I knew how to solve, but couldn’t get back to or get the right resources for them. Some might argue the RNG is part of the puzzle, but for me it felt more punishing than it should be.
I meant it’s a $30 indie game as opposed to a full price $60 game, so even if you don’t end up liking it it’s not as big of a loss.
Ah my bad, that’s definitely a good point.
I was enjoying right up to the point where I stopped making progress and started getting frustrated at the random aspects of it. Even some of the self contained puzzles were taking a bit of trial and error.
The last puzzles are likely going to take a lot more hours than I’m willing to give it, not because they’re hard but because they require the stars to align before it’ll let you even try them. I stopped playing a while ago now, and I haven’t felt the urge to go back.
The idea of a puzzle rougelike is intriguing.
I loved it, but I had frustrations. I think there are two almost perfect games in here, the tile based mansion builder and the myst like mansion explorer. Somehow I found that putting them both together resulted in a slightly lesser experience than either of them functioning alone. It’s a very minor blemish on a fantastic experience though.
Hadn’t thought about it that way. I would had enjoyed it more if the rogue like aspect was gone and you could just rearrange the mansion at will, unlocking and storing rooms whenever to try things out to solve the puzzles.
Game of the year. Also, if it didn’t have the RNG component, it would be a worse game. A puzzle game that inherently prevents you from stubbornly blundering down one thread is genius design, the fact that the house forces you to look at rooms you aren’t looking for leads to so many natural “aha!” moments and encourages you to be actively tracking multiple story/puzzle threads at once.
So few puzzle games care about also being good games, and I can confidently say that if Blue Prince didn’t have the excellent roguelite-inspired gameplay loop at its core I’d have dropped it without even giving it a chance. Giving you “stuff to do” as you process the lore and puzzle hints is the secret sauce. The game’s themes of inheritance tie in perfectly to the strategic mastery curve of learning how to influence the manor. Having a source of “payoff” emotions other than “solving a puzzle” keeps the moment to moment gameplay fresh, and if you’re playing it for long enough that stuff like allowance tokens and stars stop feeling like rewards, you’ll also have access to so many luck-mitigating tools that I can confidently say it’s a skill issue if you’re still fighting the drafting system.
The natural progression from “the objective is to wrangle the house into giving me what I KNOW i want” to “the house is just like this, and I can search it to find new things to want” to “I know how to make this house sing” is perfectly executed ludonarrative harmony. You learn the rooms so much better when you’re forced to walk through them on consecutive days. Upgrades and rarity tweaks give you so much power. The drafting system isn’t a barrier to you solving puzzles. It’s a strategy game that you can be good or bad at. And a lot of people that are frustrated at that system’s existence are refusing to treat it as something you can get good at. It’s a Dark Souls boss fight - practice with intentionality, explore solutions and ideas, fail frequently, learn from failure, be rewarded with mastery.
People just aren’t receptive to the idea of “challenge” in a game that isn’t precision timing or stat sheet optimizing. The house mechanic of Blue Prince is a relatively challenging strategy game, and part of the challenge is recognizing how to interface with it at all. A lot of people come to the game ready for challenging puzzles but not a strategy game, and for those BP will feel like “RNG getting in the way of my puzzle solving”. That’s fair, but I’d liken that attitude to coming into Elden Ring and complaining that all these boss fights are in the way of the lore. Strategy games might not be your thing, and maybe you didn’t know BP would be one, and that’s okay. But for those that like challenging strategy games and intricate puzzles, there’s nothing quite like Blue Prince.
Im going to need to go back and try it again, I don’t think i gave it enough time. I failed (because of course I did) about 5 times before giving up. Its a neat concept but it didnt get its hooks in me like everyone else says.
Without fullt spoiling it, does it have some kind of twist in it that I didnt give it a chance to do?
The rng mechanics are definitely frustrating for some but the game is way deeper. Getting to 46 rolls the credits but you are left with so many unanswered questions. Some people stop there and feel satisfied, but others are curious about the world.
My thoughts are to try to push through the initial frustration with rng on the drafting side. You’ll eventually find that there are Roguelite mechanics to help you along, and it will feel less rng-dependent.
Failing early is normal - your runs will get more consistent as you progress in the game across multiple days. And when they do, that’s when it really hooks you.
I don’t think there’s any moment that truly blows your mind. It’s a very slow burn. I found every run I learned something new that made me want to revisit old rooms and search out new ones. It definitely helps to take notes which is also fun in its own way.
Sometimes solving a puzzle just gives you some lore but that was also neat too. There’s one note I found that stuck with me regarding following traditions. It doesn’t have anything to do with the game but it was great writing!
There were a couple of moments for me that made me go “wait, how fucking big is this game actually?”, but otherwise yeah it’s more of a game where you gradually scratch at the surface and peel at the corners and bit by bit it keeps opening up and opening up and opening up beneath you.
That’s what I kept asking myself. “How fucking big is this game?”
If you only did a handful of runs, you likely didn’t experience many, if any, of the various ways that persistently impact your run. It is also a game that have layers to it, the draft some rooms first layer ends up giving way to the puzzle second layer as you progress. It does a great job of giving you different ways to look at something that’s old that suddenly makes it relevant again.
Honestly, the devoted community is pretty sure the whole game isn’t even solved yet.
For those interested. The game is actually based on a book from the 80’s called Maze. It was a contest offering a reward for the first to solve it. It’s only a maze in the same in the same sense Blue Prince is
By random coincidence, my wife has the book. You can definitely see the resemblance.
I’m on day 20 or so. Myst was the game I would compare it to, also.
I abandoned it.
I found some cool stuff. I even coincidentally solved a puzzle involving an ice box on my first go. But it was taking waaaaayyyy too long to find anything interesting, and I had multiple runs where it felt like there was no chance to build anything other than a straight path of rooms leading to a dead end, either from lack of doors, or lack of keys.
I actually like the dice roll of getting different encounters and adapting to what comes up; but only when the goal is generally to do well, eg dealing lots of damage or exploring new directions. But often there’s very particular objectives in BP and the UI doesn’t do a lot to help you track them.
I played it obsessively for a solid month or so following its release. One of the best puzzle games ever and still a GOTY contender for me.
I know some people didn’t like the RNG, but for me it never became a real big problem. You get some control over the randomness eventually, and I also just found the drafting part of the game enjoyable in itself.
Piecing together the story and the world building bit by bit and uncovering the mystery was also super enjoyable. It’s one of the most rewarding games ever for note-takers. So much so that keeping physical notes in a journal was like half my enjoyment.
I did find a few ways to control the randomness, but I’m wondering if there are many more? I basically got:
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The Coat Check where you can leave an item, and I think the well at the entrance of the mansion where you can drop a coin per day which increases your… luck or something?
There are several more. Some examples (light spoilers):
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Pick any room upgrades that give you extra dice. There are also two items that let you reroll, though they aren’t the easiest to acquire (but can be Coat Checked!). I also recommend looking into the Sheet Music puzzle.
There are some other ways to reroll or affect RNG, but I don’t know how to hint at them without spoiling too much.
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Oh I think I’ve seen something about sheet music but have no idea about. The dice and such are indeed practical.
Thanks!
I’m switching between Blue Prince and some other games, but it’s still such a good time whenever I play it. But then again, I’m a fan of both roguelikes and puzzle games. Just didn’t expect these two genres to mesh so well.
To quote one of my favourite book series of all times (Mistborn): “There’s always another secret”.
I got to room 46 then looked stuff up for the later more arcane puzzles. I still have some stuff to unlock but waiting until someone finds the last envelope
I think it’s a master piece. I played a lot of it.
I do kind of have a problem with the RNG because at some point I already know what I need to do to solve a puzzle, but I just need to get the right rooms to be able to actual make the puzzle. I don’t have a lot of time to play games, so I gravitate away from it due to this.
But aside from that, I think this is one of the most amazing games I’ve played. The lore, the design, the puzzles themselves. I’ve had quite a few moments where I was completely mind blown with things.
Yeah it definitely needed some way to make it less random the further you got (more than it already did). The rng ended up just being a time waste.
I felt that way a bit too, but the game has so many layers of puzzles, that even a failed run has more to solve.
It’s kind of like watching Futurama. You still catch jokes on an episode you’ve seen ten times… Except clues in this case.
Often times you do, but plenty of other times there’s nothing left, and I think that’s where the frustration sets in.
Fair warning: the rest of this post has mild player character capability spoilers and a judgemental tone. No mention of puzzles or solutions, just observations about how people are playing the game and some talk about my own experience with it.
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Uncle Herbie must be posthumously disappointed in so many parallel universes. Looking through this thread, many people are quitting before finding out there’s multiple methods of not just mitigating, but almost entirely removing the randomness of runs. It’s understandable to some degree, but it baffles me to see so many people not knowing about nigh infinite drafting rerolls, room rarity manipulation, items that literally do a function they’re implying isn’t in the game like automatic collection of common objects, and more.
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I had ready access to all this at 30~40 hours invested and some of the further puzzles really require them; unless you’re literally just looking up solutions to each puzzle as you encounter it I don’t see how you’d be wanting these things without encountering them outside of maybe not knowing what to do to get a magnifying glass to spawn. Patience with investigative process and understanding of the drafting pool seem to be lacking among people who heard the game was good and tried it on a whim.
Like Outer Wilds, this game involves a lot of reading and connecting the dots on one’s own. Unlike Outer Wilds, a lot of the puzzling happens outside the game entirely, providing you no in-game method of remembering things or solving some puzzles. Very early on, the game tells you to keep a notepad for it, and it quickly becomes more than a suggestion. In my hubris, I didn’t take any notes until a fair way into the game, and had to basically repeat some of my earlier forays to get information I had thought to be extraneous.
Anyway I’m approaching 120 hours spent and having a blast with it still. I feel like I’m approaching or in the late game, as some of the things I need to do involve having already solved and re-used info from previous puzzles, sometimes more than once.
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I’m aware of the electromagnet. I think it’s ridiculous you need to find a compass, a battery, and a workshop in order to make it work. By the time you have all those are you really going to run around the house to hoover up items? If you want it on another run is that what you’re waste a coat check slot on? Also, it doesn’t collect gems or dice, which is stupid. That’s something you should just get permanently at a certain point
Blue Prince is an awesome game, but it confirmed for me that I can’t stand roguelikes. Any game that’s based on repetitive loop where you do the same thing over and over for small progress is just not my jam. That includes multiplayer grindathons, MMOs and roguelikes/lites.
I guess as I got older, time became more and more of a previous commodity and feeling like I’m not moving forward in an experience kills it for me.
Nothing against the game. Just not for me.
I love rougelites/likes, but for me the issue was the RNG. When you have the knowledge to solve a puzzle, but can’t get the resources or rooms to line up right it just feels stupid.
The game wouldnt be half the length if I could just define the layout myself each day.
I thought I was the same, but I quite enjoyed hades. Though it’s not a traditional roguelike.
It has a good mix of mindless fun that doesn’t punish you when you lose and don’t make progress. The story does heavy duty in making sure each run, no matter how successful it is, is fun/interesting.
I guess I still don’t like rogue likes that much but I do like hades.
I keep wanting to love Hades but keep bouncing off it. It has all characteristics of what is want - great art, good story, solid voice acting… I think I am not into the combat mechanics though. Diablo, at least I would enjoy until I finished all the story and quests…
I can’t blame you. I was for forced to play it before I got into it. Forced by the fact that supergiant games can be er go wrong in my book 🙌. Haha