![]() The game punishes you for things that make no sense in the context of what the game conveys should be. Other important factors include the ability for a game to convey the rules intuitively and give some kind of feedback on the validity of the player's actions. The latter reduces player agency - one of the key factors to consider in a well designed game. These can often be non-obvious and change (by use of random elements), in the worst cases outright reduces their odds of winning to zero. For a goal state to be reached the player needs to make a valid, locally optimal sequence of moves. Often there's a goal condition and Noita is no different. All else was tangential.Ī "game" consists of a structured, well defined rule set within which the players maneouvre themselves. The developers had the know-how how to make a marvelous piece of tech like this, and wanted to turn it into a game. The latter it pretends to be at times, but I'm almost certain Noita just uses it as an excuse to exist. In fact, it is so bad it's almost satire. It demands you figure shit out yourself, rather than conveying some kind of sensible rule space.įrom all games that I recall playing, which must be thousands by now, Noita is one of the worst designs I've ever come across. Noita is a game created by programmers, for programmers it demands you break the game. But as programmers, as creators - not as game designers. it's pretty incredible and comfortably secures Nolla games a place in the realm of god-like game developers for years to come. The physics, fluid dynamics, ragdolls, real-time destructible terrain the size of a huge map. Noita is one of those games indie developers can only dream of achieving being incredibly well made from a technical point of view. ![]() ![]() Title got you riled up? Good, because contrary to what it would have you believe I do not think Noita is a bad experience or product, in fact - not at all. ![]()
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