i truly do want to like rain world, there are multiple ways in which it seems like it should be catnip to me, but i'm on my third attempt to get into it now and so far the defining emotion of my experience has been "aggravation"
Turning this into a reblog cause it got too long:
I don't think I have any one source to point at for "mindset to make the game enjoyable," I think I mostly kinda synthesized information from various reddit threads when I googled around to figure this out for myself. But here's the gist of what helped me:
First off: play as the Survivor, not Monk or Hunter
Mindset:
Death is not a big deal. Don't worry about it, don't worry about The Number Going Down-- that's only used for one specific type of thing. If you learned more about how the world works, or explored more of the map, consider that life well spent.
In keeping with this-- it's an ecosystem simulation, a living, constantly-moving world, not a hand-crafted series of encounters, so sometimes a situation that feels unfair really actually just was. Sometimes you just get unlucky some bullshit happens and you just gotta shrug and go "welp, nothing I could do about that one, let's go somewhere else." I think thinking about it almost more like a roguelike helped me a lot. Lives are cheap, time to go on to another run using what I learned from that one.
Mechanics:
I highly highly recommend enabling the Remix options if you haven't (it's in the main menu in the title screen). This was huge for me. There's a lot of stuff that tweaks the difficulty in various ways, and you can turn on further assistance (like you can make it so death making number go down really straight up doesn't matter!)
Additionally, if you're playing on PC, there's a mod called Simplified Moveset that makes the movement feel so much better. In the vanilla game there's all kinds of fancy footwork you can pull off if you're really good-- I am not really good and don't expect to be, so instead I use this mod, which makes it easy to pull off those moves, and it feels great and I love it.
Random stuff that could be considered spoilers by some but like eh whatever I was happy to learn it:
If you want guidance on where to go, follow where the little yellow guy is trying to lead you. Like that general direction.
Scavengers are the little bipedal guys you'll encounter sometimes. They respond to body language. If you're armed and rush at them, or jump around a lot, they'll probably get scared and attack you. If you crouch and act unthreatening, they'll usually leave you alone (they do have individual personalities though so this isn't a 100% guarantee). They like pearls, you can give them pearls to make them like you more, and to exchange for goods and services sometimes (you can give them other stuff too but pearls are the big one)
Some lizards will fight each other, distracting them from trying to kill you. Lizards can also be bribed or distracted with food they like to eat.
Just in general I encourage looking stuff up on the wiki when you are confused or stuck, it's been very helpful for me.
hmm. this is all good advice, but the thing is that i’ve already been following most of it? i’m playing as the survivor, i’m not too fussed about karma, i’ve been playing flexibly around the whims of the ecosystem sim aspect, etc. if i push back the boundaries of my map a bit further before dying i consider that a w, which seems to be a helpful mindset.
as for using mods to simplify the movement, i quite like the fiddliness/emergent nature of a lot of the movement tech in this game. in general, i don’t care to use mods on my first playthrough of a game - broadly speaking, i feel that if i have to mod a game to enjoy it on my first time through, my time would be better spent with a game that i like enough for modding to be unnecessary. i will have a look through the remix options, though, that does sound interesting.
i’ve been fairly avoidant of using the wiki, if only because this feels like the kind of game where problem-solving things yourself is quite rewarding, and i think, on balance, that’s probably worked out positively for my experience thus far. correctly inferring that the ‘scavenger toll’ room required me to offer the pearl i found down in the drainage system made me feel nice and clever, for instance.
so, yeah, i’ve adopted much of your recommended approach already and i’m still not finding the game especially rewarding to play. i find the combination of “imsim-like open-ended design that communicates primarily nonverbally and encourages experimental problem-solving” + “methodically paced exploratory platformer with no fast travel” + “all enemies and hazards kill in one hit” to be sort of… i really like all of those elements, individually, but i feel that together they often end up working contrary to one another in some frustrating and counterproductive ways. i’ve also run into some very aggravating jank here and there, deaths that were neither the result of my own foolishness nor the game’s sim-based challenges but just, basic things like the swimming controls not working great at times. again, something that isn’t tremendously painful on its own but that blends very poorly with the methodical pace of traversal and the one-hit-kill health system.
all that said, i do think that it’s a very interesting game, and i have a lot of respect for it artistically and mechanically in spite of my criticisms. hopefully i’ll have the patience to finish it, but i’m in the farm arrays and having a fucking awful time getting the deer-riding mechanic to work, so, we will see.