

Heaven’s Vault.
I gave the game multiple tries, because I love the idea of a language puzzle game where you have to figure out the language bit by bit, based on context, environmental clues, and similarities between words. I also like the story and lore I’ve seen so far, and would like to see more.
But I just can’t get past how the gameplay is built. It feels like the game is trying to do multiple things at once and failing at all of them. Every part of the gameplay is slow, with long animations and slow cutscenes everywhere.
While playing you get dialogue opportunities with your robot, but taking them means you need to either stop what you’re doing or risk missing things, or even interrupt them through an arbitrarily placed cutscene/dialogue trigger. And if you don’t take them, you don’t know what you’ll miss.
Traveling between locations in your ship looks fun, but it’s also slow, while also having dialogues happen during it. It also has the option to have your robot take over steering, skipping the navigation sending you to your destination… An option that shows up according to the developers’ whims, so you don’t know how long it might take to show up.
On my last playthrough I decided to try using a mod, I think it was called RuinVault, which speeds up animations and dialogue, lets you skip navigation immediately, and even has a button to straight up speed up time - and what killed that playthrough was when I was leaving a location and my character went “Hmmm, I think I have some of my translations wrong”, and straight up forced me to pick a different option for some of my translations. It made me realize the game is basically forcing me to get the puzzles done “on time”, instead of letting me actually figure them out. I thought I was playing a puzzle game, but if the game decides you’re having trouble with a puzzle, it slowly forces you into the correct solution?
In the meanwhile Chants of Sennaar came out, and while it seemed simplistic compared to Heaven’s Vault’s language, it also felt like an actual puzzle that the game let me solve, and it could still tell a story through both environments and the text I had to translate.
I reckon I might just need to find a playthrough video to watch because playing the damn game is just endlessly frustrating.







Ended up ranting about metaprogression, oh well.
I appreciate games that know what they want to be, and have an intended difficulty for you to experience/master (I also have nothing against adjustable difficulty and/or accessibility options, but I like knowing what the devs expected). I also appreciate roguelikes’ uncompromising approach, with the original concepts like non-modality, and expecting you to face challenges to get rewarded instead of bypassing them.
Metaprogression… Goes three ways. There are games which get easier as you upgrade across runs (which either get easier than they should or start too difficult), games where beating them at a difficulty unlocks harder difficulties (love that, as long as there aren’t too many things to separately unlock, since it lets you ramp things up to your comfortable difficulty while providing a ultimate challenge to reach), and games where you unlock content as you play (can be good for easing players into the game, but take it too far and you’re back to having to put X hours into the game to get the full experience)
Slay the Spire, Dead Cells, Luck be a Landlord do the second (StS has ascensions, Dead Cells has IIRC boss cells, LbaL has floors), but they do things differently in other regards. StS has you unlocking content based on accumulated score across runs with a specific character, but it doesn’t take too long. It also has a true ending that you can’t do on your first runs. Dead Cells seems to have a ton of content and upgrades that take a long time to unlock. LbaL doesn’t have any other metaprogression IIRC, but it does lock at least two important mechanics to specific floors (and up).