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.
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.
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 found it to be a beautifully frustrating experience. There clearly are a ton of layers and puzzles can help you solve other puzzles. I appreciate the effort it took to make it, but it doesn’t feel like it respects the effort it takes to play it. Here’s some of my frustrations:
- At a certain point you should get a magic vacuum upgrade to pick up all common items in rooms. Hunting for gems and coins in rooms on my 25th day sucks and adds nothing
- I should be able to move at least three times faster. Fuck, navigating the house is slow
- It really sucks that the first time you “solve” the primary puzzle you actually can’t progress until you solve a separate other puzzle that is dependent on finding one room and then another, and that is not clearly indicated at all
- While footsteps eventually become trivial it’s an annoying resource when you don’t have full control over the layout of the house. So you can build a maze through no fault of your own and then you don’t get the steps to explore them
- Eventually there’s a special room you can pick every run. Why do you make me actually traverse to that room? It burns useless steps and again, is slow as fuck
- Additionally, the only “permanent” room you can place (to my knowledge) you can get way too early. So if you put that in a crappy spot you just kinda fuck yourself for the rest of the game
- Sometimes you will think you have solved a puzzle but need to assemble the rooms to implement the solution. So you can: spam runs and rooms to get lucky and find it, do normal runs and just hope you find it, try to manipulate RNG to maximize the chance of solving that puzzle. None of those are fun when you have a couple of solutions to try and you spend multiple in game days manufacturing that opportunity
- The items are kind of crazy. There is a puzzle that requires you to assemble three items in a specific room, then discover a separate other room, then get to that room to use that item. There’s like 15+ items in the game, how are you ever supposed to organically put that together? Also finding a metal detector in my first 5 days made me paranoid that every room was hiding keys and coins on the floor even when I didn’t have it
- Some of the puzzles are so obtuse and have so many layers that if you ever happen to solve one that you suddenly think all puzzles could be that crazy. I solved the chess puzzle before the periodic table puzzle and was building this wildly complicated solution to that puzzle when it was actually really simple
Despite my gripes I do think it’s a good game with incredible puzzles and a very unique design. I just think it doesn’t account for people actually playing it. I would bet there’s a really intriguing story under this but eventually I got so hung up on performing solutions I had already discovered I couldn’t be bothered to also discover the plot. I did read a summary after that helped contextualize things. Honestly what I’m looking forward to is when someone else takes these mechanics and refines it into a really cool rogue-like
Just here to agree with your thesis. It feels like Blue Prince doesn’t respect my time. So much of the game relies on luck but each round is 30+minutes long.
I got credits and uninstalled. I respect this game, but I’m not sure I enjoyed it.
If you got credits, thats you completed the tutorial. The game has ridiculous depth and story to discover. I can totally see how not every one gets that
Oh I get it. I choose not to participate.
That’s fair. Not every game is for everyone :)
You’re not wrong. I’ve had most of these thoughts. I would appreciate more permanent upgrades to save time.
I won’t say it’s a flawless game. The depth is just so unexpected.
I played through the credits run solo. Now that I’m passed that, I’m bouncing ideas off a friend because it might take either of us ages to discover things like how to create certain items, etc.
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.
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.
My SO and I have been obsessed with this game for the past few weeks now. Unlike any other game I’ve played, this one makes you feel smart for remembering small details about things you spotted earlier, or when you look back on a note you took that is suddenly relevant.
That said, we are at a point now where we know roughly what we have to do, but we still need to slog through multiple days to get the rooms we want to appear.
We’ve built enough starting bonuses that reaching 46 isn’t really a challenge, so now the drafting just feels like a slog.
I think from here on out we’re going to be looking up hints just to get to the finish line. [Edit: spoiler tags aren’t working for me, removing them for now]
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 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.
Good news, Ferb! I know what we’re going to do this weekend! I don’t know much of anything about this one, which is usually best, but I’ve heard the name mentioned many times, and your “review” just convinced me to give it a shot.
I don’t get much time to play, but being able to try out gems I otherwise wouldn’t have spent money on really makes Gamepass worth while for me.
Well if you don’t get much time to play, be prepared that this one is an onion that takes time. If nothing else dive in long enough to see how much time the dev must have spent putting this together.
I was able to get the first free days in tonight.
Is it normal to just run out of doors long before you run out of footsteps, or am I just really bad at layout design?
Already solved a few early puzzles and I’m hitting down what I hope are clues as I find them.
Yes, you get dead ends a lot in the beginning. Eventually you find strategy and permanent upgrades and many more room types.
The idea of a puzzle rougelike is intriguing.
I think the limited number of room transitions would stress me out, but I like the concept and love the punny name.