4379 shaares
- The Mechanics
The player should not have to figure "what to do"
just "how to do it". - The Catch
Logical contradiction where 2 things are seemingly
in conflict with one another. - The Revelation
Think outside the box, about how the game works
This discovery becomes part of your toolbox going on - The Assumption
Lure the player that he knows how to beat the puzzle.
Why?- Gives the player a starting point
- Help to build a mental model of the puzzle
- Ensure the player fails the puzzle the 1st time
- Focus the player on the puzzle Catch
- The Presentation
Pretty minimalist, with few moving parts,
giving the feeling that it shouldn't be hard to beat
Also: provide clear feedback - The Curve
No puzzle is given to the player in isolation
Criteria to judge a puzzle difficulty:- Number of possible solutions
- Number of steps required
- Number of options a player can choose at each moment
- Number of mechanics the player needs to be familiar with