I just hate that there was no intuitive or logical reason behind the mechanics of the last encounter. There’s no positive feedback for anything you do, so on day 1, no one knew what symbols to input. It seemed like some arbitrary mechanic that gave no positive feedback for when you were on the right track. There was no information leading to the idea that the symbol a grim drops, needs to be disabled, along with the other 2 symbols on that half of the glyph wall, and then the 3 symbols on the other side have to be enabled. Verity had a very similar issue. No positive feedback. A vitally important aspect of puzzle solving in video games. It doesn’t need to show you the solution, but it needs to provide the raw information that players can put together into pieces that solve the puzzle.
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Yeah, Bungo does a pretty pitiful job of self-documentation in stuff like this.
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This. I’m all for more complex encounters but there needs to be more feedback, especially in more abstract puzzles. Verity was perhaps one of the most unfun encounters I’ve done on day 1 purely because it was just guessing stuff to do for 10+ hours until it worked. The best puzzles are the ones that are intuitive. First encounter of the new dungeon is a pretty good example
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I’m glad I didn’t even attempt SE day 1. Everyone seemed miserable. I went to sleep when ppl were stuck on verity, woke up and ppl were still stuck on verity. Encounter is a joke lol. Easy now of course, but stupid to figure out.