Info about Dreamscaper:

Official game description:
**DREAM. DIE. WAKE. REPEAT.**
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Dreamscaper is an endlessly replayable Action Roguelike with a waking/dreaming gameplay cycle. By night, delve deep into your subconscious, facing nightmares in an ever-changing world filled with unique items, abilities, and challenges. By day, explore the city of Redhaven, build relationships and unlock permanent upgrades in order to take on the next dream stronger than ever.
Features
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*   Lean into the nightmares and make the rush of **permadeath** your ally.
*   Use **lucid powers** to manipulate the elements, warp space, and even control time itself.
*   Battle **bosses** that embody Isolation, Fear, Negativity, Loss and more.
*   Upgrade a multitude of **surreal items** and discover powerful artifacts.
*   Live Cassidy's waking life and uncover the **mystery of her story**.
**MASTER DEEP COMBAT SYSTEMS​**
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A **rich, expansive combat system** that rewards skilled play. Use **careful positioning, exact timing and quick reflexes** to defeat foes with an abundance of combat options.
Each weapon class in Dreamscaper is unique, from **rending the earth** below your nightmares to **whipping a yo-yo** into their faces. You’ll have a myriad of ways to approach combat.
Enemies and bosses in Dreamscaper are representations of Cassidy's **most negative emotions**. Vanquish those deadly foes to clear the dark miasma surrounding her.
**OVERCOME THE NIGHTMARE​**
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Adventure through beautiful, haunting dreams to **discover untold secrets, vanquish nightmares, and upgrade your gear** all while uncovering Cassidy’s story as you plunge through her subconscious. Each dream is another peek into Cassidy’s memories and experiences.
Live Cassidy's **waking life** and **forge friendships** with the people around her. **Empower Cassidy** with their **hopes and memories** to dispel the darkness of her nightmares.

Release date: Aug 5, 2021

Categories: Action Roguelike, Dungeon Crawler, Twin-stick Shooter, Character Progression, Single-player Story, Multiple Endings, Social Simulation, Beat 'em up

Feature scans:
- Wiki: score 10; verdict: Default: The Tourist (No Wiki-Tax Barrier); summary: The dataset contains no actionable user complaints about external data dependency. Positive feedback highlights loot drops and environmental detail, while remaining entries are fragmented wiki references. No Tier 1-3 complaint keywords are present. Applying the strict scoring hierarchy, the audit defaults to Tier 4 (The Tourist) with a score of 10.
- Steam Deck: score 15; verdict: Seamless; summary: The Steam Deck experience appears seamless: a user confirms it is perfect for the device, and no technical barriers such as launchers, Proton tweaks, crashes, or battery issues are reported. The remaining feedback discusses gameplay strategy and a general visual clarity complaint (too many effects making the screen unreadable), neither of which is explicitly tied to Steam Deck performance.

- Hardware Profile: No data
Feature extractions:
- Community Price:
  - Community fair range: $14.99 - $19.99
  - Reasoning: The reviews generally describe a good roguelike with strong presentation, but many players recommend waiting for a discount because the content amount is moderate and the current price feels too high for the gameplay experience. A minority say the game is worth full price, which prevents the fair range from dropping too low, while the repeated sale recommendations pull the upper bound below the likely full price. This supports a community fair base-game range of roughly $15-$20.
- Playtime Metrics:
  - Game completion: 29.0h
  - Story completion: 44.0h
  - Session length: 0.8h
  - Endgame: 50.0h
  - Reasoning: The 29-hour clear quote directly supports gameCompletion at 29 hours. The 44-hour total for unlocking the final ending supports storyCompletion at 44 hours. The 45-minute full-run quote supports sessionLength at 0.75 hours. The 50-hour all-achievements quote supports endgame at 50 hours for full completion and completionist grinding.
- Time-to-fun:
  - Summary: Dreamscaper tends to click for some players after the early hours, when progression and challenge start to feel rewarding; however, reports conflict, with some enjoying it immediately and others finding later meta-progression grindy or a slog.
  - Stance: Clicks after
  - Anchor: After about 5 hours, when progression and challenge become engaging.
  - Time to anchor: 5h 0m
  - Friction: Early hours feel repetitious; Slow story pacing relative to gameplay; Grindy and mostly boring meta-progression; Tutorial bombards controls and omits mana/dodge explanation; Starting weapons and items feel samey; Repetitive floors, monsters, and puzzles
  - Unlock drivers: Progression and challenge become engaging after sticking with the game; Permanent character upgrades and resources gathered during runs; Relationship system with friendship bonuses and items; Varied weapons, abilities, and builds; Steady, rewarding progression without removing challenge; Combat becomes fairer and more rewarding
  - Conditions: Enjoyment depends on tolerance for roguelite grind and meta-progression.; Players who like Hades-style randomized runs, builds, and progression are more likely to enjoy it.; Those who prefer nonstop action may find social and narrative segments slow.; Sticking through early repetition can reveal a more engaging loop.; Progression pace depends on player skill.; Knowing what you're in for affects enjoyment.; Later Dream Intensity phases can reduce enjoyment.
- Player Archetypes:
  - Story-Driven Emotional Explorer (sale)
    - Motivation: To experience a nuanced narrative about depression, grief, and relationships.
    - Playstyle: Progressing through the story at their own pace, engaging with relationship-building and dream exploration.
    - Experience: mixed
    - Purchase stance: sale
    - Labels: N/A
    - Reference games: N/A
  - Genre-Savvy Roguelite Veteran (buy)
    - Motivation: To find a new roguelite that offers satisfying build variety, meta progression, and challenging combat comparable to genre favorites.
    - Playstyle: Optimizing builds, experimenting with weapons and synergies, tackling difficulty modifiers, and engaging with meta progression.
    - Experience: veteran
    - Purchase stance: buy
    - Labels: long history with the Devil May Cry franchise; played quite a number of rogue-lites recently
    - Reference games: Hades; Binding of Isaac; Devil May Cry
  - Time-Conscious Grind-Averse Player (sale)
    - Motivation: To experience the story and core gameplay without excessive repetitive grinding.
    - Playstyle: Focused on efficient progression, avoiding unnecessary resource collection, and possibly using guides to optimize.
    - Experience: familiar
    - Purchase stance: sale
    - Labels: N/A
    - Reference games: N/A
  - Accessibility-Seeking Newcomer (buy)
    - Motivation: To enjoy an accessible action roguelite without the punishing difficulty typical of the genre.
    - Playstyle: Casual runs, using forgiving mechanics like fast-travel and persistent pickups, learning the genre at a relaxed pace.
    - Experience: newcomer
    - Purchase stance: buy
    - Labels: players with poor skills
    - Reference games: The Legend of Zelda series


Below are summaries of things people say about the game per category.
Each point is assigned a weight that represents how often it is mentioned across all reviews.
What players like:
- Weapon Variety (weight 0.58): Many weapon types and loads of weapons cater to multiple playstyles, with variety improving as players progress. Most weapons feel distinct from each other, ensuring diverse runs.
- Beautiful Visuals (weight 0.49): The game features lush and vibrant graphics with a cool visual style. It is aesthetically great and visually appealing.
- Core Gameplay Fun (weight 0.47): The core gameplay is polished, smooth, and enjoyable, making it easy to get into and satisfying to master. The loop is addicting and keeps players engaged.
- Pleasant Music and Sound (weight 0.42): Music is soothing, unique, and beautiful, fitting the scenes perfectly. Sound design is well matched with distinct and well-placed sounds.
- Excellent Roguelike Experience (weight 0.32): The game is a charming and polished action roguelike with on-point mechanics, high quality, and immense playability. Roguelike progression blends well with story.
- Responsive and Fluid Combat (weight 0.22): Combat is excellent, responsive, and expressive, rewarding mastery. Flow stays smooth and accommodating with a varied arsenal.
- Engaging Story (weight 0.2): The story is great, enticing, and heart-warming, hitting deep emotional notes. It blends well with roguelike progression.
- Quality-of-Life Features (weight 0.19): Features like fast travel between visited rooms, clear stats, death resistance buff, and multiple difficulty options improve the experience.
- Varied Enemy Designs (weight 0.19): Enemy designs are varied and not boring, with unique bosses requiring different approaches. Boss designs and cutscenes are awesome.
- Challenging but Fair Difficulty (weight 0.19): The game is hard but tough to put down, with a smooth difficulty curve that is not overwhelming. Bosses are challenging but beatable.
- Great Replayability (weight 0.14): The game is very replayable with a roguelike style that offers much playability, and players find it hard to put down.
- Interesting Characters (weight 0.14): Characters are interesting with unique stories and personalities. Dialogues are well written and human.
- Community-Oriented Developers (weight 0.14): Developers are responsive to community input through Discord and actively improve the game with updates. Every new update makes the game better.
- Well-Designed NPC Interactions (weight 0.11): Out-of-run character relationships via gifts and dialogue are well-crafted with distinct personalities. Building friendship unlocks items, story, and permanent stats.

Common complaints:
- Story is boring and forgettable (weight 0.65): The story is not entertaining, forgettable, and overall boring. Dialogues are often dry, tedious, and lack engaging moments, making it hard to connect with characters.
- Excessive grinding required (weight 0.54): The game requires excessive grinding for resources, upgrades, and relationship points, making progression slow and tedious. Many players feel the grind is insane and artificially prolongs the game.
- Difficulty is unbalanced (weight 0.49): Difficulty is poorly balanced, with sudden spikes and unfair enemy scaling. Early game is too hard, and later floors become extremely punishing with off-screen attacks and tanky enemies.
- Weapon balance is poor (weight 0.47): Weapon balance is skewed, with ranged weapons vastly outperforming melee, and many weapons feeling similar. Melee weapons are often weak and lack distinct advantages, making combat feel unfair.
- Combat feels clunky and slow (weight 0.41): Combat is weighty but clunky, slow, stiff, and lacking fluidity. Many players note that weapons feel slow and movement is sluggish, impacting action feel.
- Camera issues hinder gameplay (weight 0.3): The camera is awkward, doesn't follow properly, and makes it hard to see enemies and projectiles. This leads to unfair hits and difficulty in dodging, especially in late levels.
- Lack of enemy variety (weight 0.3): Enemies lack variety, with many being just stronger versions of previous ones or sharing similar appearances. This leads to repetitive and monotonous combat encounters.
- Characters lack facial features (weight 0.29): Characters have no mouths or faces, which feels nonsensical for named persons and a defined heroine. This lack of detail reduces immersion and makes it hard to get attached to characters.
- Visual clarity is poor (weight 0.29): Visual clarity is poor due to blurry graphics, lack of outlines, and projectiles blending with the environment. This causes visual fatigue and makes combat hard to read.
- Too much meta-progression (weight 0.28): There is too much meta-progression and upgrades, with a massive amount of permanent progression that goes too far. This often feels like unnecessary padding and makes the game grindy.
- Translation and localization issues (weight 0.28): There are translation and localization issues, including machine translation and lack of support for some languages. This affects understanding and immersion for non-English speakers.
- Progression for good ending slow (weight 0.25): Progression to the good ending is very slow, requiring befriending many NPCs and maxing relationships, which takes dozens of hours. This gating makes the true ending feel inaccessible without excessive time investment.
- Performance issues and bugs (weight 0.22): The game suffers from performance issues, crashes, and bugs that affect gameplay. Stuttering, framerate dips, and hardlocks are reported, detracting from the experience.
- Gift-giving mechanic is troublesome (weight 0.22): The gift-giving mechanic requires guessing preferences and is a huge grind due to vague hints and many gifts. This system wastes resources and blocks story progression, adding frustration.
- Puzzles become repetitive and annoying (weight 0.2): Puzzles are fun at first but become repetitive and break the game's flow. The minesweeper and pipe-lining minigames are often cited as chores after many repetitions.
- Dodge mechanics are badly designed (weight 0.19): Dodge abilities are poorly designed, with short distance and long cooldown making them impractical. The dodge cannot pass through obstacles, unlike similar games, and lacks variety.
- Game feels unfinished and lifeless (weight 0.17): The game feels unfinished and lifeless, with small bugs and lacking polish. Many players note that it still feels like an Early Access title with incomplete content.
- Lack of voice acting (weight 0.16): The game lacks voice acting, which makes dialogues less engaging and harder to follow. This is a common complaint that affects immersion.
- Critical extinguish poorly explained (weight 0.14): The critical extinguish mechanic is not well explained in-game, forcing players to look up external guides. Its importance to item selection makes this lack of explanation a significant issue.
- Movement speed is slow (weight 0.14): Movement feels slow and sluggish, both in combat and the waking world. The slow walk speed outside of combat is a common grievance.

Gameplay feedback:
- Roguelike / Roguelite Genre (weight 0.55): The game is predominantly described as a roguelike or roguelite, with frequent comparisons to Hades and The Binding of Isaac. It features action RPG elements and dungeon crawling.
- Weapon and Skill Variety (weight 0.54): Players praise the extensive arsenal of weapons, abilities, and skills, including melee and ranged options. Many note that the variety supports multiple playstyles.
- NPC Friendship and Gifting (weight 0.36): Players can build friendships with NPCs through chatting and gift-giving, with preferences that must be learned. Relationship levels grant permanent stat boosts.
- Combat Mechanics and Depth (weight 0.36): Combat includes normal, heavy, and ranged attacks, dodges, blocks, parries, and special lucid attacks. Bullet time and bullet hell elements are also present.
- Dream and Waking Worlds (weight 0.34): The game features two distinct worlds: a dream world for combat and exploration, and a waking world for upgrades and relationship building. Progression in one affects the other.
- Randomly Generated Dungeons and Rooms (weight 0.24): Dungeons have randomized layouts and room configurations, with rooms containing enemies, items, shops, and puzzles. This adds replayability.
- Fast Travel Between Rooms (weight 0.2): Players can freely teleport between previously visited rooms, including boss rooms, within dungeons and the waking world. This streamlines exploration.
- Progression and Meta-Progression (weight 0.2): The game features a meta-progression system that unlocks stat boosts, item pools, event rooms, and weapon proficiency. Upgrade materials include abstract concepts like inspiration and dreams.
- Dialogue and Story (weight 0.19): The game features dialogue with characters in the waking world and a story following Cassidy, a young girl dealing with depression. Multiple endings exist, including a hidden one.
- Adjustable Difficulty Settings (weight 0.14): Players can adjust difficulty via multiple sliders that affect enemies, damage, map size, and boss aggressiveness. This allows for customized challenge.
- Roguelike with Narrative (weight 0.11): The game blends roguelike progression with a narrative, offering story-driven elements alongside repeated runs.
- Lucid Attacks and Magic (weight 0.08): Lucid skills are special magic attacks with high damage and area-of-effect. They are a key part of combat.
- Daydreaming Unlocks Special Rooms (weight 0.08): Daydreaming unlocks special rooms and challenges, such as healing and enchantment rooms. This adds a unique progression mechanic.
- Elemental Choices and Shields (weight 0.08): Combat includes elemental choices like lightning and water, as well as shields and dodge types. This adds strategic depth.
- Minesweeper Mini-Game (weight 0.07): A Minesweeper puzzle mini-game is included as a side activity. It adds variety to the gameplay.
- Mastery System (weight 0.07): A mastery system for weapons allows players to improve their proficiency. This adds depth to weapon usage.
- Bombs and Environmental Interaction (weight 0.07): Bombs damage enemies but not the player, adding a tactical element. This is a minor but appreciated feature.

Performance notes:
- Mixed PC performance reports (weight 0.15): Some players report the game runs well with specific drivers and great optimization, while others note poor optimization and framerate drops in puzzle areas. Performance experiences vary significantly across different setups.
- Minor glitches and stuttering (weight 0.11): Reports include minor resource loading glitches around the second boss fight, occasional stuttering despite high FPS, and a hardlock when jumping into a road sign. These are isolated but noticeable technical issues.
- Crashes and data loss (weight 0.09): Players experienced crashes, including one that caused loss of loadout and resources. This indicates a severe stability issue where progress can be permanently lost.
- Initial launch difficulties (weight 0.08): Some players had problems getting the game to run initially, and the game itself warns of known issues and recommends updating drivers. This suggests potential compatibility or setup hurdles.

Recommendations:
- Generally positive recommendations (weight 0.51): Many reviewers strongly recommend the game, expressing high satisfaction and enjoyment. They describe it as a highly recommended experience and recommend it to others without hesitation.
- Worth buying on sale (weight 0.45): A recurring theme is that the game is worth purchasing when discounted. Reviewers suggest waiting for a sale and not paying full price, with some specifying particular price points.
- Recommended for roguelite fans (weight 0.41): The game is frequently recommended to fans of the roguelite and action roguelite genres. Reviewers highlight its appeal to both newcomers and veterans of the genre.
- Compared unfavorably to Hades (weight 0.26): Several reviewers compare Dreamscaper to Hades, often stating that Hades is superior in terms of combat fairness, progression, and overall polish. Some recommend playing Hades first.
- Mixed recommendations for specific audiences (weight 0.25): Recommendations are often conditional, targeting specific groups such as completionists, hack-and-slash fans, or those who enjoy simple combat and upgrading.
- Worth playing despite flaws (weight 0.23): Some reviewers acknowledge the game has issues but still consider it worth playing. They recommend it for its own merits and suggest a complete play-through is rewarding.
- Negative reviews exist (weight 0.14): A few reviewers do not recommend the game, citing personal disappointment or lack of enjoyment. Some advise against buying or playing even if gifted.
- Not a must-play but solid (weight 0.13): Several reviewers describe the game as solid but not exceptional, or not a must-play. It is enjoyable but may not stand out among other roguelites.
- Appeals to artistic and introspective players (weight 0.12): Some reviewers appreciate the game's expressive mechanics and introspective themes. It is recommended for those who enjoy artistic experiences and thoughtful combat.
- Refund and purchase advice (weight 0.12): Some reviewers advise setting a short timer to refund if not enjoyed, checking CD key prices, or waiting for discounts. They emphasize cautious purchasing.
- Reviewers may quit but still recommend (weight 0.12): Some reviewers gave positive reviews despite quitting the game or having regrets. They may recommend it with reservations or for specific audiences.
- Slow pacing noted (weight 0.11): Several reviewers mention the game has a slow pace and a lengthy introduction. They recommend it only if players don't mind slow roguelike pacing.
- Tips for new players (weight 0.11): Reviewers offer advice for newcomers, such as enabling easy mode, avoiding early difficulty increases, and trying different playstyles. These tips aim to improve the experience.
- Not recommended for large screens (weight 0.09): One reviewer advises against playing on large screens, possibly due to interface scaling or visual issues. They specifically mention that the game is better suited for smaller screens.
- Controller recommended for better feel (weight 0.08): Reviewers suggest using a controller as it enhances the gameplay experience. The game feels better with a controller, and some specifically recommend it.
- Difficulty and combat mechanics (weight 0.08): Reviewers discuss the combat mechanics, including timing aspects and parries, and suggest that players who don't mind these will enjoy the game. Some mention directional adjustments may be needed.
- Concerns about machine translation (weight 0.04): One reviewer warns about severe machine translation issues, recommending setting the language to English if possible. This suggests localization quality may be poor.
- Game may show its age (weight 0.04): One reviewer notes that the game may have been recommendable at launch but not from a 2026 perspective. This implies that the game hasn't aged well compared to newer titles.
- Recommended for short bursts (weight 0.04): One reviewer highly recommends the game for those who play in short bursts, indicating it is well-suited for quick sessions.

Other player notes:
- Frequent Hades comparisons (weight 0.43): Players consistently compare this game to Hades, noting similarities in top-down action combat and narrative structure. Some feel it falls short of Hades, while others find it more relaxing or enjoyable.
- Early Access development (weight 0.22): The game is in Early Access, and some players have followed its developmental journey. It is sold at a base price with more content planned.
- Binding of Isaac similarities (weight 0.15): The game is often likened to The Binding of Isaac for its roguelike structure and bizarre world. Some describe it as a fusion of Isaac and Dead Cells.
- Developed by Afterburner Studios (weight 0.11): The game is developed by Afterburner Studios and published by indie.io and Maple Whispering Limited. This is mentioned in multiple reviews.
- Dead Cells comparisons (weight 0.08): Reviewers compare the game to Dead Cells, with some finding it more similar to Dead Cells than to Hades. Both games are generally well-liked by those making the comparison.
- Official Korean language support (weight 0.08): The game offers official Korean language support, as noted by some players. This is a positive point for Korean-speaking audiences.
- No Portuguese language support (weight 0.07): Reviewers point out the lack of Portuguese, specifically Brazilian Portuguese, language support. This may be a drawback for Portuguese-speaking players.
- Characters have no faces (weight 0.07): The protagonist and NPCs are described as having no graphically rendered faces. This stylistic choice is noted by multiple players.
- Story follows Cassidy (weight 0.07): The narrative centers on Cassidy and is told through conversations and evolving relationships. This character-driven storytelling is highlighted by some reviewers.
- Combat pace compared to Dark Souls (weight 0.07): The speed of combat is compared to Dark Souls 3 and other Souls games. This suggests a deliberate pacing that appeals to fans of that series.
- No platform or language info (weight 0.06): Some reviews do not mention specific platform or language support details. This lack of information may leave potential buyers uncertain.

Emotions:
- Frustration (weight 0.3): Players feel frustrated by poor combat feedback, awkward camera, and clunky movement that make dodging and parrying difficult. Difficulty spikes, resource gating, and grinding further exacerbate the experience, often leading to repeated deaths and a sense of unfairness.
- Enjoyment (weight 0.22): Enjoyment stems from the game's fun and fluid combat, variety of weapons and abilities, and the addictive roguelite loop. The story, art style, and music also contribute to a pleasant experience despite some flaws.
- Disappointment (weight 0.2): Disappointment arises from unmet expectations, as the game falls short of inspirations like Hades, with repetitive gameplay, unbalanced combat, and a lack of variety. The story and progression systems also feel underdeveloped or poorly integrated.
- Satisfaction (weight 0.08): Satisfaction comes from completing runs, mastering combat, and enjoying the game's polished mechanics, music, and art. Finding effective builds and experiencing smooth gameplay provide a rewarding sense of accomplishment.
- Boredom (weight 0.06): Boredom is caused by repetitive runs, dull dialogue in the waking world, and tedious puzzles that disrupt the flow. The lack of variety in early weapons and items also makes the game feel monotonous quickly.
- Appreciation (weight 0.06): Appreciation is driven by the game's unique art style, music, and deep psychological themes, as well as its accommodating features like Lucid mode. The developers' passion and community engagement further enhance the positive impression.
- Excitement (weight 0.05): Excitement is fueled by smooth, responsive combat with parry and dodge cancels, challenging bosses, and varied weapons. The 'one more run' appeal and tense fights keep players engaged.
- Annoyance (weight 0.04): Annoyance stems from minor but irritating issues like long cutscenes that require holding to skip, erratic enemy attack timings, and a gift system that feels like a grind. Safe spaces at the end of levels also feel misplaced.
- Love (weight 0.03): Love for the game arises from its creativity, smooth combat, and engaging story told through memories and metaphors. The music, art, and social interactions create a deep connection with players.
- Confusion (weight 0.03): Confusion is caused by unclear tutorials, unexplained controls, and puzzles that lack direction. The scattered story across multiple runs also makes it hard to follow.
- Surprise (weight 0.03): Surprise comes from the game exceeding low expectations, being unexpectedly tough, and offering a surprisingly good roguelite experience. Players who picked it up on a whim or after a refund found themselves enjoying it.
- Anger (weight 0.03): Anger is triggered by losing progress due to item-related issues, excessive grind for attribute unlocks, and promised rewards not being delivered. These factors lead to a sense of betrayal and wasted effort.
- Enthusiasm (weight 0.02): Enthusiasm is driven by the game's art direction, weapon variety, challenging difficulty, and satisfying parry and elemental systems. The overall experience is highly recommendable and engaging.
- Relaxation (weight 0.02): Relaxation is provided by soothing music, beautiful visuals, and simple dungeon gameplay that allows for casual, short sessions. The calm atmosphere helps players unwind.
- Dislike (weight 0.02): Dislike stems from a focus on reflexes and memorization, heavy reliance on meta-progression and grinding, and dialogue that feels overly focused on depression. The dream settings and colors also do not appeal to some.
- Joy (weight 0.02): Joy is experienced through the game's polished and creative design, the unique art style, and the satisfying reality segments that complement the dream world. The overall experience is fantastic and memorable.
- Fun (weight 0.02): Fun is derived from solid controls, fair combat, and the mix of nightmare dungeons and real-world bond building. The game is tough to put down and provides an enjoyable experience.
- Anticipation (weight 0.02): Anticipation is felt for the game's full release, future updates, and the developer's next work. Players look forward to returning when more content is available.
- Relief (weight 0.01): Relief comes from options like zooming out to hide the main character's hair and from sticking with the game despite initial boredom. These factors alleviate minor frustrations.
- Gladness (weight 0.01): Gladness arises from discovering the game on Steam and persisting through initial hurdles to ultimately enjoy it. The positive outcome justifies the initial effort.}