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  • Awesome Art: The game's visual style manages to capture the mood of an abandoned industrial environment, along with the impressive looking animations and colorful creatures. The game was heavily lauded for this before release, and is agreed upon as the best aspect of the game.
  • Broken Base: Many players criticize the game's semi-random enemy placements and punishing death mechanics coming across as Fake Difficulty; the rest appreciate its extreme difficulty, feeling it's appropriate for the creature you play as. All agree that the game's design feels very old school, which makes it both what its fans like the most about it, and what its detractor hate the most.
    • A recent update added The Monk, which makes the game easier and more relaxed by adding less predators (and making them less aggressive) and giving you more time between the deadly storms. It also added The Hunter, which is an even harder game mode where you only have 20 cycles to complete the game.
  • Demonic Spiders: With the average hostile creature being extremely dangerous, it should speak volumes about the deadliness of these entries that they stick out as particularly difficult to deal with.
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    • The three "red" creature variants are renowned for their terrifying speed and brutality. Thankfully, they only appear on the Hunter's playthrough naturally, and can only be induced to spawn through repeatedly killing certain creatures in one area over multiple cycles, meaning it's almost impossible for them to appear in the Survivor's playthrough.
      • Vultures are a serious pain in the early game, thanks to their ability to drop out of the sky and ambush Slugcat. They're relentless, have a good amount of health, and will take off if they're struck enough (often with the spears still lodged inside them). However, they're nothing compared to King Vultures, which are faster, tougher, and come equipped with jet-propelled barbs that they shoot out to spear Slugcat. These things fire fast, and being hooked by one is instant death, so the only way to dodge them is to anticipate their firing and jump out of the way.
      • Next up are the Red Centipedes, which are even tougher versions of the already frightening Overgrown Centipedes. While this might not sound like much (as Overgrown Centipedes are relatively easy to deal with), these guys are exceptionally quick and relentless, able to chase Slugcat all over the region thanks to their ability to crawl on walls. They're quite clever too, able to use their long bodies to reach and grab Slugcat with frightening precision. Red Centipedes are also heavily armored, meaning spears will bounce off initially, and fighting them head-on is suicide. The only way to easily take defeat them is by spearing them with explosive spears or blasting them with Spore Puffs, but that's easier said than done considering how fast they move. These things are so scary that even Vultures will run from them, and they've been spotted taking down all sorts of top-level predators without any fear.
      • The last, and arguably the deadliest, are the Red Lizards. Red Lizards are absolutely relentless, have lots of health, and have a natural resistance to pain meaning they take a lot more damage before being stunned. They're very fast, will follow Slugcat everywhere, and can launch a spit attack that stuns and slows Slugcat upon hit, allowing them to close in for the kill. Stealth isn't even an option either, due to these guys having the best sightlines and hearing out of any lizards in the game- it's often possible for one to spot you from outside the visible game area and begin the chase while you don't even know it's in the room. They're the ultimate land predator, and nothing can stand up to them aside from Daddy Long Legs and Leviathans. What makes them especially dangerous is that a player is likely to accidentally force one to spawn when they're learning the game in the Outskirts due to repeatedly fighting Green and Magenta Lizards. If a Red Lizard spots you, getting away or killing it should be considered a legitimate achievement and is often cited as the toughest thing to do in the entire game.
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    • As for non-Red creatures, Brother and Daddy Long Legs are feared for their persistence and deadliness. They're floating, bulbous masses of tentacles and flesh, who flail around the Five Pebbles facility looking for prey. If they spot you, they will peruse you with vicious persistence, flailing their sticky tentacles after you and into spaces the main body can't reach. If they get you, they will not let you go unless you toss a throwable item like a rock or spear at the tentacle, and even then they might just grab you again with another tentacle. What makes them such a nuisance outside of their mobility and persistence is their health, with upwards of 200 health being their maximum. For reference, the average creature in Rain World only has 2-3 health points, with even the Red creatures having 7-10 pips of health. Because of this, actually killing a Long Legs is nearly impossible and a huge waste of time, meaning stealth is the only option to get by them in a timely and safe manner. They do have a weakness in that they are blind, and can only sense movement or sound. If Slugcat stays still while they're around, they can escape unscathed, but even then these things are known to check small tunnels even if they don't hear or see anything, so staying on your toes around them at all times is recommended.
  • Scrappy Mechanic: The game's karma system is generally considered to be the most annoying mechanic. To be specific, karma is required in order to access regions; due to Check-Point Starvation, this means that dying in a new region losing karma without having hibernated results in having to explore the previous areas again to hibernate and gain it back. This can result in the game becoming a chore depending on how your run goes.
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    • You also lose karma for quitting out of the game outside of sleep cycles (although PC players can circumvent this by copying their save files). The game does give some Mercy Invincibility by allowing you to quit out thirty seconds into a cycle, which can also save the day if you get blindsided the second you open the shelter.
    • If you play as The Monk, then Karma gates stay open after you meet their requirement the first time, making it easier to backtrack and explore without losing progress.
  • That One Level: The entire game is pretty hard, but there are some regions that really take the cake in terms of difficulty.
    • The first major roadblock players will encounter will likely be the Shaded Citadel, a complex and very dark castle of some kind. It's main gimmick is that it's a Blackout Basement, with portions of the map being shrouded in darkness. Darkness can be dispelled by getting a light source, and the two most powerful sources of light are Scavenger lanters and neuron flies. The problem? The only ways to get neuron flies before heading up the Exterior is to harm Looks To The Moon, which grants Videogame Cruelty Punishment in the form of destroying the gold observer. The other way is to buy a lantern from a Scavenger Merchant, who is conveniently located on the far east side of the map. Even if you manage to get a light source, the place is still dark, confusing, and houses some seriously dangerous threats like spider swarms, who can kill Slugcat fast. Also, since the Scavenger is on the east side of the area, anyone coming in from the west (i.e the much easier Garbage Wastes) is in for a rude awakening, and possibly cannot even finish the level due to lacking any form of easily accessible light. The bottom of the area also houses the Memory Crypts, which are themselves difficult and exhausting to navigate thanks to the constant patrol of Miros Birds.
    • The second major area of difficulty is Five Pebbles and The Exterior. These two levels comprise the midgame portion of the intended path, and are by far the two toughest levels in the entire game next to the completely optional Sky Islands. And they are played back to back. The player will likely enter the facility from the Memory Crypts, which will feed into The Leg. The Leg itself is a fairly tough vertical climb where the player has to deal with white lizards hounding them constantly, and the upper portions of the area are filled with Daddy Long Legs (and sometimes both enemies at the same time). Upon making it through The Leg, players now need to deal with The Underhang, which revolves around using Grappling Worms to swing around above bottomless pits. One wrong move spells death, which is easy to make when the place is filled with yellow lizards, more Daddy Long Legs, and some tricky jumps. Even worse, in order to get into Five Pebbles, you either have to have 5 Karma to get into the gate from The Underhang, or climb up the entirety of The Wall, yet another vertical climb filled with lizards, bottomless pits, and vultures. And if you finally make it into the facility, you still have to deal with Five Pebbles itself, which is a complex and dangerous environment. Woe help you if you choose to run through the Unfortunate Development subsection, which has walls made out of Daddy Long Legs. The only consolation is that the entrance to Five Pebbles from the Wall requires a measly 1 Karma, meaning if you can brave the trip up you can get into the facility through that entrance no matter what.
    • The last major area of difficulty is the Farm Arrays, but this is less because the area is particularly hard, and more because it's central gimmick of controlling the Rain Deer is a major Guide Dang It!, and even once you figure out what to do it's rather glitchy and unrefined.

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