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if you're designing a game, it's usually more fun to find a locked door, not be able to get through, and then find the key than to find the key and then the locked door. worst case, you don't even notice that the door was ever locked, and remain baffled as to the function of keys @GretchenAMcC/1099330062493667328
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this tweet was a lot harder to write than the first draft, where I just said "hey this is called problem-solution ordering, look it up". but i figured i should probably apply the advice i was retweeting to the retweet itself.