It’s a hell of a game. It’s essentially utterly fair, but brutal. It’s technically a rogue-lite because there are a handful of things that are unlocked on runs for use in later runs, but those elements are so unnecessary for completing the game you can ignore them. It has the ‘knowledge is power’ addage built into its bones, rewarding you for knowing how to play rather than just chipping out meta-progression, and containing such mysteries that some of them are still unsolved, despite people’s attempts to data-mine the game to find its secrets. It’s fun too.
I looked at a description of what had been figured out so far and some of it is just wild to even have figured out. I don’t know if I ever would have spotted the idea of having them as trigraphs.
You know you’ve gone off the deep of Noita when you stop calling it a rogue-lite and start calling it a randomized metroidvania. Because the game has built in features that effectively let you circumvent whatever “rogue-lite” elements the game has and what areas, bosses or quests you can access, kill or do becomes dependent on the order of what you find during your playthrough. But eventually you can do everything in a single playthrough (excluding the true ending which requires going into NG+).
Noita
It’s a hell of a game. It’s essentially utterly fair, but brutal. It’s technically a rogue-lite because there are a handful of things that are unlocked on runs for use in later runs, but those elements are so unnecessary for completing the game you can ignore them. It has the ‘knowledge is power’ addage built into its bones, rewarding you for knowing how to play rather than just chipping out meta-progression, and containing such mysteries that some of them are still unsolved, despite people’s attempts to data-mine the game to find its secrets. It’s fun too.
I have a couple of hundred hours in Noita, and I barely scratched the surface. That game is insanely deep!
I wonder if anyone will ever figure out the eye puzzle.
I looked at a description of what had been figured out so far and some of it is just wild to even have figured out. I don’t know if I ever would have spotted the idea of having them as trigraphs.
You know you’ve gone off the deep of Noita when you stop calling it a rogue-lite and start calling it a randomized metroidvania. Because the game has built in features that effectively let you circumvent whatever “rogue-lite” elements the game has and what areas, bosses or quests you can access, kill or do becomes dependent on the order of what you find during your playthrough. But eventually you can do everything in a single playthrough (excluding the true ending which requires going into NG+).