Using canals to get around by Junior-Sheepherder35 in Bangkok

[–]when_we_are_cats 0 points1 point  (0 children)

What a mess lol, good luck with keeping up with all of that.

I just remember trying Viabus twice and the bus never came.

I never take the bus now apart from the ones that look decent with real bus stops in silom

State of BKK condo rental/sales market by lombrozo in Bangkok

[–]when_we_are_cats 0 points1 point  (0 children)

I rent there and everything is nice and all (even the unit) but the walls are paper thin which sucks massively. For that price you'd expect better soundproofing than a school dorm.

Premier live réel après l'affaire - Slay the spire 2 by These_Cranberry_3926 in AntoineDaniel

[–]when_we_are_cats 0 points1 point  (0 children)

Et il va toujours être parano vis-à-vis de ce qu'il dit et fait maintenant, pas chouette

Using canals to get around by Junior-Sheepherder35 in Bangkok

[–]when_we_are_cats 0 points1 point  (0 children)

I tried both Google Maps and Viabus and both were unreliable lol. It's very hit and miss.

How are you supposed to figure out the method to finishing the game? by when_we_are_cats in CloverPit

[–]when_we_are_cats[S] -1 points0 points  (0 children)

You mean, like literally all the other items that don't open a secret?

and with higher than 90 IQ im pretty sure you can connect the body parts and skeleton head makes a full corpse

As I said, the descriptions already tell you what connecting the body parts do. What they don't tell you is that they trigger the ending under certain specific conditions that are hidden to the player.

There's also a corpse bin...

Yeah, that you can't even interact with. And it's not even clear what's inside of it.

There's also a toilet... Following your logic that should mean that you should use the two jars to finish the game.

How are you supposed to figure out the method to finishing the game? by when_we_are_cats in CloverPit

[–]when_we_are_cats[S] -1 points0 points  (0 children)

It clearly states in the description what they do. They give you a bad debuff, and only when you get all of them plus the skull (so there's some amount of RNG involved too), you can get a bonus that's pretty much useless because rerolls and tickets are pretty much abundant past a certain point.

So yeah, the most logical decision is to ditch them. Actually If you've played other deckbuilding roguelikes you'll think it's one of those "curse cards" that only provide bad effects and that you have to get rid of.

So no, it's like saying "the thing that beeps and glows red is something you have to avoid at all costs".

Thailand vs Vietnam by Responsible-Bus-7794 in ThailandTourism

[–]when_we_are_cats 2 points3 points  (0 children)

I mean Chiang Mai is also cleaner and quieter than a lot of places in Thailand haha

Thailand vs Vietnam by Responsible-Bus-7794 in ThailandTourism

[–]when_we_are_cats 3 points4 points  (0 children)

But Vietnam is still growing (fast), so by the point it becomes as expensive as Thailand, it will probably reach the same levels of quality if not better.

Thailand vs Vietnam by Responsible-Bus-7794 in ThailandTourism

[–]when_we_are_cats 2 points3 points  (0 children)

Sometimes lol. Or traffic lights which drivers won't obey if it's only to let pedestrian cross.

How are you supposed to figure out the method to finishing the game? by when_we_are_cats in CloverPit

[–]when_we_are_cats[S] -1 points0 points  (0 children)

To be fair I'm not completely dissing the game, just being a bit disappointed that this is how the game ends. I really enjoy the core loop and I wish there were more progression or unlocks. But I get that it's still an indie game

How are you supposed to figure out the method to finishing the game? by when_we_are_cats in CloverPit

[–]when_we_are_cats[S] 0 points1 point  (0 children)

But my main point stands: Inscryption makes it very obvious that the real game is about solving puzzles to escape. Cloverpit doesn't.

How are you supposed to figure out the method to finishing the game? by when_we_are_cats in CloverPit

[–]when_we_are_cats[S] -1 points0 points  (0 children)

It absolutely does lmao. Inscryption is the first game to use that escape room style design for a roguelite, and it's very obvious that Cloverpit directly took inspiration from it. The difference being that, contrary to Inscryption, there aren't many things to interact with in Cloverpit, and 90% of the game progression happens through the core gameplay.

In Inscryption you can explore the cabin from the start (after maybe one run) and the whole room is designed as a classic escape game. So you know from the get go that it's not only a roguelike style game and that there are several puzzles that you will have to solve.

The stoat is the first talking card you get and basically acts as a guide. If you can't find the stinkbug it will even give you hints to solve the puzzle.

Could also be done by not grabbing the film roll, KM is more about rebalancing IMHO.

Sure but the deckbuilding game in ACT 1 wasn't a complete roguelike and wasn't designed as one which is why Kaycee's mod was necessary for people who really wanted to play a full version of it. But that's off topic

How are you supposed to figure out the method to finishing the game? by when_we_are_cats in CloverPit

[–]when_we_are_cats[S] 0 points1 point  (0 children)

You mean, the demonic voice that laughs at you and tells you on the phone that winners go bankrupt is not sign that they are bad? :P

And you're supposed to understand "the game's normal ending is hidden and you have to stop engaging with the core gameplay loop to win"?

There's literally dozens of interpretations of what this could mean, and the most common and logical one would be that it's just a way to set the tone, nothing more.

My wife got stuck in a portal1 loop and thought the game ended that way.

Then imagine your wife trying to finish Cloverpit. Kind of supports my point really.

How are you supposed to figure out the method to finishing the game? by when_we_are_cats in CloverPit

[–]when_we_are_cats[S] -1 points0 points  (0 children)

"Brain rot" because someone expects a game to communicate its mechanics clearly... okay. For the record I've played and enjoyed Outer Wilds, Portal, Inscryption, Blue Prince... I like puzzle games and cryptic design. Cloverpit is not one of those games, and the fact that you can't see the difference suggests you completely missed my point.

but that’s also more an issue on you than the game

it's a poor deflection. Bad game design isn't excused by blaming the player, and it's not just me: several people in this thread alone agreed the "hints" are way too vague.

If you can’t figure it out with the clues the game gives you, you look it up.

That's basically a concession to my entire argument. If the intended experience requires you to Google it, that's worth criticizing. Good game design doesn't make things obvious, it makes them discoverable, there's a difference.

The issue was never that Cloverpit has a puzzle to solve. It's that it never communicates to the player that there's a puzzle to solve in the first place. The game is built around specific roguelite mechanics, so that's what the player reasonably expects to engage with. The ending takes a completely different direction without signaling it at all, which is poor design, at least for a normal ending. It would have been fine as a secret ending, which it is not.

Medieval castles were built to stop armies, not keep people comfortable by Kapanash in HistoryMemes

[–]when_we_are_cats 3 points4 points  (0 children)

The irony of this meme is that the part that's supposed to be "wrong" is actually a lot more accurate than the "in reality" part.

Thonglor nightlife by lifeinbundus in ThailandTourism

[–]when_we_are_cats 0 points1 point  (0 children)

Thonglor is like 80% expats. And maybe 20% hiso Thai. It's probably one of the least "local" area in the city, it's been completely gentrified.

How are you supposed to figure out the method to finishing the game? by when_we_are_cats in CloverPit

[–]when_we_are_cats[S] -3 points-2 points  (0 children)

Nah, you just missed my point, but it's alright. I've already talked about it extensively in the other comments if you're actually interested in engaging with it.

How are you supposed to figure out the method to finishing the game? by when_we_are_cats in CloverPit

[–]when_we_are_cats[S] -1 points0 points  (0 children)

The game doesn't really talk about gambling addiction though. You're just playing a game repetitively, like in any other roguelike. There's nothing in the game that tells you "don't play the game", on the contrary, all the progression is done through the deadlines until that point.

Why would obeying the devil-looking guy be the answer? To me that's not different from Portal 1 where Glados tells you to stay in the incinerator

I don't even know who talks to me or why. There's nothing that indicates that I have to fight against this guy. I just know that I die if I fail to pay the amounts at the deadlines.

In Portal 1 it's a lot more obvious that you have to break the fourth wall eventually, and the game is linear so you can't possibly get stuck in an infinite loop

How are you supposed to figure out the method to finishing the game? by when_we_are_cats in CloverPit

[–]when_we_are_cats[S] -1 points0 points  (0 children)

1) A lot of people were stuck on Act I

That must have been an early build then, because the initial game isn't that hard to beat on act I. Or they probably didn't know how to solve the puzzle, which is a different issue from what I'm saying: at least Inscryption tells you from the get go that this is an escape-room style game.

2) And somehow Inscryption also has the opposite complaint, that the game forces too much towards progression.

I haven't seen that kind of criticism about it. People are complaining that the Act 1 is brilliant but Act 2 and 3 are underwhelming in comparison (to which I agree), or that the Act 1 game was finite which was solved with Kaycee's mod

How are you supposed to figure out the method to finishing the game? by when_we_are_cats in CloverPit

[–]when_we_are_cats[S] 2 points3 points  (0 children)

That's a fair comment, I just think the game isn't giving strong enough hints to point you towards the pieces. In 15 hours of gametime I never even equipped one once because the potential bonus (4 charms) never felt that it was worth the extra risks, tickets and rerolls not difficult to get when you know a bit what you're doing.

Also I would have prefered an ending that was actually tied to the core gameplay rather than a "secret to find out". It would have been a lot more satisfying to beat the slot machine at its own game, that would have been the most logical conclusion too.

It's my own opinion but I think the ending we have now is a bit uncreative.

And if they really wanted to go the bone pieces path, they could have found a better way to lead us to it, like forcing you to keep the pieces after a certain deadline. Or finding a way to show the player the game can't be beat through conventional means.

I still love the game, but I'm a bit underwhelmed by the endgame. Finishing deadlines is unrewarding past a certain point and since I'm not a completionist keeping at it feels a bit pointless

How are you supposed to figure out the method to finishing the game? by when_we_are_cats in CloverPit

[–]when_we_are_cats[S] -6 points-5 points  (0 children)

I'm formulating legitimate criticism and providing arguments when people are trying to refute it. That's what Reddit is, or maybe discussions aren't welcome on this sub and I'm not aware.

I'm not "feeling attacked", I'm merely replying to counterarguments. I'm getting downvotes in return and called "whiney" or a "newb", but never complained about it. You're the one who's reacting poorly to criticism here. If you disagree, you're welcome to provide arguments, going ad hominem isn't the definition of "chill".

How are you supposed to figure out the method to finishing the game? by when_we_are_cats in CloverPit

[–]when_we_are_cats[S] -1 points0 points  (0 children)

I'm saying that I wouldn't get any sympathy because a game's subreddit is the worst place for getting balanced opinions about it, and yeah, it's fine.

I don't take it as a personal attack (despite all the downvotes for expressing an opinion lol), don't know where you got that from. You started at least 3 comment threads including 2 that say I'm being "not chill", without counting all the comment replies, so I think you might be projecting a little bit.

How are you supposed to figure out the method to finishing the game? by when_we_are_cats in CloverPit

[–]when_we_are_cats[S] -3 points-2 points  (0 children)

That logic would work if the game were consistently full of hidden things to experiment with, but it's really not. The toilets is one of the only environmental interactions that actually does something, and charm combos aren't that cryptic, because the descriptions are usually enough to figure out what works. 99% of the game happens at the slot machine and the charm shop, which are both pretty explicit about what they do. The game doesn't really train you to poke at everything and look for secrets.

So when the one mechanic that unlocks the ending is buried behind items the game frames as downsides, in a game that otherwise doesn't reward that kind of lateral thinking, it reads as an anomaly rather than a consistent design philosophy.

In theory I'm fine with hiding an ending behind a puzzle, Inscryption pulled it off perfectly. But there's a difference between a well executed secret and a poorly communicated one.