>>722805737
>>722810531
>>722862158
I decided to pirate House of Necrosis and play it just to prove you wrong. I finished the game (the first part, I know there's the secret area) and yeah, I didn't have to learn anything to get this far. I just got lucky and cheesed the difficult encounters by throwing items or being generally overstuffed.
Even if the RNG in the game is generous, it doesn't excuse how this system is only designed to waste the player's time. Risk management that just boils down to "reroll/grind a little until you have a good loadout to minimize risk" is not a strategic gaming decision involving pull and push, nor it is a puzzle. It's just pure gambling. I know the resident evil inspiration is only visual, but in those games I could just go around knife only, limiting myself to one health, and still beat it with nothing else needed other than the occasional puzzle encounter. The winning condition in House Of Necrosis is not "I need to master those game mechanics and understand my opponents to succeed" but "I need to hoard the correct stuff and bring it as much as I can."

In this game, even if you know enemy patterns or try to be careful with your positioning, you are forced to take hits you would have avoided otherwise because you don't do enough damage. The solutions?
>get a melee weapon that hits more tiles in front of you to flank enemies (luck based)
>gather/hoard ammo to kill enemies before they get close (luck based)
>get equipment that increases your damage output (luck based)
>find and use items on them (luck based)
None of the creative thinking to solve a puzzle here. Shit like this is why RPG mechanics just suck for most action games. Where's the planning or skill involved here compared to a fighter or a turn-based tactical game? You don't have to think outside the box like what most good puzzle games expect of you either.

Good games can be beaten naked and get harder if you speedhack. Not the case for this slop