Post

This was utterly fantastic! Very sad to have finished it. Lots to love, but what really impressed me was the incredible density and intricacy of the level and puzzle design. Nothing is superfluous, every screen is packed with secrets to explore.

EMUUROM IS FINALLY OUT! store.steampowered.com/app/1634360/...

I've been struggling with this one. People with judgement that I trust seem to unanimously like it, and yet I've bounced off from it three times already and really can't put a finger on what it is exactly that I'm not liking, to the point it's becoming recurrent food for thought for me:

is it the navigation gamefeel? Is it the gap between surface level interaction and the first level of secrets too big/obscure? are surface level interactions not that interesting for me? why? I'm pretty sure your posts will make me give it anothery try. Maybe this one!

It's always good to interrogate your likes and dislikes! I don't imagine it's the meta-structure of secrets, since that's a further-in sort of thing (side note: I do wish the game's later half, "post-game" stuff was meaningfully woven in more into the first run through, or at least glimpsed).

I could see it being the navigation/traversal. It's not a big game in terms of screens, but navigation is always pretty complex and high friction, so you're never just cruising through anywhere. There's also some un-telegraphed one-way gates, where you can get stuck in an area until you complete it.

0 reposts1 like

In metroidbrainia fashion, it does actually get easier when it more explicitly explains some mechanics. The emuuroms themselves usually have hints in their entries too, but oftentimes you can't read the helpful part till you scanned them all (by which point you probably don't need the hint haw haw)