While you absolutely can just slot machine until you get a rigged build (which seems to be a requirement for a mass appeal roguelite), it's possible to win more consistently with other play styles. Not all of those 8 combinations need substantively different approaches, either. Despite a huge bestiary of cool monsters, when it comes to how you deal with those monsters it just boils down to flying/hopping, ranged/melee, and does it bleed something nasty. I think a lot of that is similar monster designs. I agree the environmental manipulation and tactical side of the game is underdeveloped. I think there is a better game trapped inside of the pixel simulation of Noita, waiting to be unearthed. It is still an interesting experience, the weapon combination system is a strong source of emergent play, but that emergent weapon design does not meaningfully influence the player's strategy in how he/she approaches the game across runs. When the game came out, I realized it was designed more in the style of Binding of Isaac or Risk of Rain, emphasizing combining slotmachine-esque random weapon modifiers into hideously overpowered weapons that for the most part did not meaningfully interact with the environmental simulation in a meaningful way. I expected an environmental sandbox where you would have to combine quick thinking with the manipulation of interacting environmental elements (water + electricity, or fire + coal) to survive, similar to my favorite roguelike Brogue. I had been looking forward to this game for years before it was released, but it ended up being quite a different game then I had intuited from the trailers.
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