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@FlorianVltmn i think of puzzle design as mainly about teaching the player the mechanics. what is the player learning on this level?
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@FlorianVltmn but a complementary way of thinking about it is: you've made a system, and it's expressive enough to contain surprises and cool tricks. now your job is to show those off to the player in the best way possible (set context, surprise them, etc)
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@FlorianVltmn like a magic show where the magician tricks the punter into doing all the tricks themselves
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@FlorianVltmn I keep going back to Jelly No Puzzle - some levels look impossible, but the point isn't the impossibility. the point is that there's a really cool trick that makes the level possible, and the designer really wants you to find it. but it wouldn't be cool if it looked easy.
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@FlorianVltmn you can tell because, in a string of very difficult levels, there's one that also looks hard, but solves itself at the slightest touch. what a playful attitude!