TheHeadShaker
6 reviews liked by TheHeadShaker
NetHack
1987
The Dev Team Thinks Of Everything.
Except the part where the game is inaccessible, because while the game is predictable enough once you know the outcomes and the fail states... you have a legal binder's worth of rote memorization to conquer if you don't bother with spoilers. So most don't.
For example, did you know that walking into a cockatrice corpse is fine, but when you're not wearing gloves and you're blind, you're feeling around and touching the corpse of a petrifying monster? Add that knowledge together, and you'll see why you're being asked if you wanted your possessions identified.
Nowadays this kind of gameplay is considered highly-inconvenient and such a thing will not find itself in games that is too focused on QoL.
Except the part where the game is inaccessible, because while the game is predictable enough once you know the outcomes and the fail states... you have a legal binder's worth of rote memorization to conquer if you don't bother with spoilers. So most don't.
For example, did you know that walking into a cockatrice corpse is fine, but when you're not wearing gloves and you're blind, you're feeling around and touching the corpse of a petrifying monster? Add that knowledge together, and you'll see why you're being asked if you wanted your possessions identified.
Nowadays this kind of gameplay is considered highly-inconvenient and such a thing will not find itself in games that is too focused on QoL.
Tetris
1989
Spinning in some directions while touching the walls doesn't work, the board is shorter than I would deem necessary (apparently the NES version is 2 rows taller), controls feel unresponsive at higher levels/speeds and you can't place pieces fast enough on the sides when the board starts filling up (could be the 3DS emulation, or the impossibility to comfortably hypertap on a 3DS). It's still classic tetris, so its core gameplay is good, but it shows its shortcomings the more you approach the skill ceiling