What's the worst designed game you've every played? Not one that's buggy or broken or anything...

What's the worst designed game you've every played? Not one that's buggy or broken or anything, just actually all the decisions made were shit

>Pic related
>Stardew valley-like game where you manage a graveyard and mortuary
>EXTREMELY limited stamina, cant chop two trees without needing to end the day
>Need to unlock stuff with research to do even the most basic stuff and it takes a very long time to get research points to do it
>Main quests are needed to unlock things but you can get quests that ask you to get stuff you havent even unlocked
>Extremely slow walking and the town where you buy stuff is a very long walk from your GY
>Eventually the game cuts off your primary revenue source(burying bodies) unless you start farming, which also takes a huge amount of money, time, stamina, and etc

It's just an absolute time waste, it's what playing stardew with 10% stamina would feel like, one of the worst games of all time for sure

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Probably also this.
The slow walking killed it for me early on and it was either deal with it or ce speedhack according to forums.
I just refunded it instead.

I thought I was the only one who really wanted to enjoy this but was put off by the atrocious game pacing.

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I ended up mass producing speed potions as the only way to maintain a bearable movement speed. But even then, it does feel like a chore to play, especially when the game forces you to go back and forth between areas because you're only allowed to build certain things in specific areas. I'm sure the majority of my playtime is just walking between the church basement, morgue and workyard.

And it's another game that seems to expect you to have a wiki open, because otherwise you find yourself spending precious research points on something, only to discover you can't even make it because it has prerequisites from a different tree. Or it has some ingredient which you now know exists, but with no idea how to get it.

I'll go easy mode and say Yiik. I cant remember specifics, but the leveling system was so retarded I quit then and there

i research every game before downloading it so i never played a bad game

>hey man get a town pass!
>no seriously there's so much to do in town, the game will really open up once you do these eighteen steps to get a town pass
>You were struck by lightning and your town pass caught fire, we never actually added any town but it was busy work to do and a carrot to dangle
Shit sucked balls and soured anything afterwards.

i thought this game was really good. It had strange gameplay elements but they were unique and the style of the game is unlike any other.

It didnt have alot of QoL like you said but its still a unique game which is unlike anything else

There's also the carved wood, which requires its own unlock on the tree and you can do absolutely nothing with, several points in the game you can just feel where they put down their pens and stopped writing.

Was going to get back into it after there was some big update, until I found out that they never ended up making the town expansion that they said would be coming. Completely lost any further interest, I don't know why so many devs with games in EA that manage to attract a lot of buyers, so often refuse to do the shit the players are actively asking for. They have the perfect feedback loop and ignore it, it's all so fucking stupid.

The only thing I hate is that the beginning and mid game are extremely long and once you start setting up some production of silver crops and stuff, you magically can unlock and rush everything.
Taking ages to have automation, unlocking shortcuts, being able to steadily generate blue research points, and selling your stuff through the crate-system so late is what makes the game terrible, but I found the UI and atmosphere pleasant though.

The basements/undergrounds actually speed up your travel times quite a lot as it goes from church to the village and even farther to your pub/restaurant

before this game came out I was prototyping a stardew valley like game set in a graveyard, however you'd be a necromancer and "grow" nurture the different "crops" into mighty undead warriors that'd you'd send on outer ops style quests from peace walker. etc etc

Then this game came into early access, I wrongly assumed this game was essentially my idea and I dropped it.

Regret doing so now.

Make and eat food retard
By the time you have the bees up and running you can fuck from morning to night and pass out from time exhaustion while non stop crafting high end shit

I had the exact same issues, and it sucks because the basic concept of the game really had me hooked. I kinda felt like they bait and switched me, because what drew me to the game up and vanished and left me with a poorly made Harvest Moon clone with inane quirky dialogue.

Man your game sounds way more fun than what we got. I've been waiting for a DF/SV clone with a more wizard-y focus.

There's a teleport stone with 30 sec cd that allows you to instantly travel between locations, along with underground pass that that cuts travel time by 80%.
The game is really fucking tough and restricting at the start, but as you progress it becomes more and more easier, actions require less stamina as you upgrade your tools, you have overabundance of food and can sustain yourself infinitely to the point where game forces you to go to bed for 1 second via a debuff, you get more bag space, cheaper crafting, automation, your production gets to the point where you run out of storage space and have to stop it.
I believe it's a designed that way, to make you appreciate the shit you had to go through and what you achieved in the end.
But the quest system is still fucking trash, where every npc is interconnected and you can't progress any other storylines until you've done that one NPC chokepoint that requires some bullshit you're not prepared to at all.

Never too late

maybe when I've soon finished my Vampire Survivors-like i'll jump back onto it. Nice to see there's definitely interest for it.

Yes I remember this game. Feels like a chore playing this game. Really feels like it's designed to waste as much time as it can. I quit after 5 hours.

Noita.
The thing is, everything individually is incredibly fleshed out and designed well, but in combination it's a unfun terrible experience.
>roguelite where real runs can take upwards of 10 hours where you need to meticulously scour the world and based on digging spell luck
>spell system is highly complex but you're limited on experimentation unless you have a specific perk
>physics system is cool but doesn't really add to the gameplay as much as you'd think
>your character movement is so cathartic and unfun with the already slow careful pace that it makes normal "get to the end" runs very boring
>you can die instantly with absolutely zero fault of your own
>but you can also become so powerful the game is a boring pushover with good luck
>secrets so obscure that you need to look them up, good fucking luck figuring out anything on your own without hundreds of hours of autism JUST experimenting
I remember being so hyped for it and after the honeymoon period ended I was really disappointed with what we actually got. I can't hate the dev's passion behind it and all the little soulful details but it's not actually fun to play.

I'd buy your game.

Well, I can appreciate the dedication to jumping on trends

i was so excited for this game and probably only played 40 min before giving up because it was shite :/

Mario and Luigi Dream Team, first 3DS game I played, heard the series was good, thought I’d give it a try. Holy fucking shit 80% of the game is tutorial. Even repeated sometimes, I know Nintendo is a gamemaker for actual children but this seemed overboard even for that. Babbys first JRPG levels of handholding, I don’t think any game I’ve ever played had this this much distrust in the players mental capacity

Serpent in the staglands
It's just the little things that made it feel soulless

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Probably Spore
>What if we had five different genres in one game!?
and then they were all nanometers deep with no mechanical complexity whatsoever