LoG does a virtually masterful job of blending dungeon crawler with RPG with puzzle solving adventure. However, the implementation of Food is the one thing that works against this trifecta of game genres. More precisely, the food/starving element hampers the puzzle solving adventure experience.
What makes adventure games so intriguing is the ability to engage in the story and explore the artwork that makes up the beautiful environment within the game, which helps distract the player from the fact that they are walking around the same places over and over again, looking at the same scenery hoping to find some clue on how to solve a riddle or puzzle. The magic behind a great adventure game is the "distraction" element, because it reduces or eliminates the frustration behind trying to solve difficult puzzles.
Games like Myst and Longest Journey do this very well. Grimrock does it differently, yet in a very unique and brilliant way: distraction via RPG (whereas games like Myst/Journey are limited to distraction via more artwork and more story).
But whether it is a pure adventure game like Myst or a dungeon crawler like Grimrock, the premise behind puzzle solving should be the same: the player is about to endure a large number of hours racking their brain in an effort to solve puzzles therefore the game world itself should help reduce feelings of frustration and instead promote a sense of goal-oriented fulfillment which then empowers the player to do it all over again, and again, and again.
Despite my love for solving riddles and puzzles, I found myself resorting to online Spoilers more often than not while playing Grimrock. In contrast, out of the hundreds of puzzles in the Myst series and throughout Longest Journey, I resorted to an online Spoiler only a handful of times and only when absolutely necessary (ie, an entire week has passed and I still can't figure the darn thing out). But with Grimrock I can't really do that because if I keep walking around looking for clues and trying different combinations for stepping on floor plates, climbing ladders, crossing over bridges, walking under bridges, chasing light, dodging light, etc... I end up needing to feed my damn crew members. And if I run out of food I need to leave the puzzle area to go hunting. That's not the right kind of distraction from puzzle frustration, that actually adds to it - in my opinion.
With Grimrock, if I can't figure out a puzzle in 20 minutes or so, I have to decide if it is worth engaging in the puzzle solving element of the game and hope that I don't have to worry about food for awhile, or if I should just read a Spoiler and skip the food/starvation headache. I choose the latter more often than not, and when that starts to kill the gaming experience for me I end up bypassing the food problem by simply letting my team starve until I figure the puzzle out myself; at which point I then "re-load" the game to a previous SAVE point in order to solve the puzzle quickly using the food supply I had when the ordeal began.
The Save/Reload routine is already taking place in high volume due to the live action dungeon crawler RPG aspect of the game; having to Save/Reload to get around food/starvation issues when trying to solve puzzles starts to take away from this games beauty. Things start to become less about the game world and more about Save Files.
I would love to see Food either eliminated or drastically reduced in future releases of Grimrock. I think the dev's are leaning that direction anyway since they gave us that Chain necklace in LoG2 which removes starvation from 1 character. They just gotta quit the foreplay and code that feature out already

FIN.