I’m not opposed to the idea of limited saves, but I do think they represent artificial difficulty. Normally you can save before you do something reckless or stupid, like most PC games, but now I was forced to ration my saves, like one of the older Resident Evil games. In fact, really all I did was make combat harder and more fiddly, remove my map feature, and make it so the heal/revive crystals only worked once each and were also the only times I could save. Because I had already fully played the game, this meant that I knew all the secrets and puzzle solutions. To this end, I turned on all the difficulty settings and made a party setup that I felt would grow into their abilities well.ĭifficulty in Grimrock doesn’t affect items or puzzles in any way, it only makes the enemies faster, stronger, and sturdier in the form of a lot more hit points. In fact, I wanted to have the most challenge possible. I wanted to play Grimrock 2 again, but I wanted it to be challenging. I generally don’t go for achievements, in part because games these days often have hundreds of them, and in part because they are meaningless unless you assign your own value to them. Also notable: the vast majority of players correctly judged farmers to be garbage, and didn’t bring any. 0.6% of players were dumb enough to do this.