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<p>Rambles about game design in general or in specific, as a dev and a gamer. </p>
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<h2>puzzles </h2>
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<ul>
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<li>playtest, so I include "obvious" solutions </li>
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<li>range only - through ravine, chain-link fence </li>
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<li>direct keywords only - through wall </li>
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<li>lots of interrupts </li>
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<li>high dexterity/dodge </li>
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<li>high and increasing defense - Metapod </li>
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<li>only accessible via teleport </li>
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<li>slide puzzle - Monkey Madness </li>
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<li>Tetris - Danger on Deception Island's books </li>
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</ul>
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<h2>things I don't like in games</h2>
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<ul>
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<li>when game ignores the lore - permadeath for the young and vigorous in a world with plenty of resurrection </li>
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<li>losing control of your own character for an extended period - knockdown room </li>
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<li>forcing player to act stupidly - story won't progress until you trigger an obvious trap, sign a bad contract, etc </li>
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<li>when you "must choose a path" when everyone obviously is most incentivized to cheese and take both </li>
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<li>can't use noncombat skills in noncombat areas - let me use my running skill in town </li>
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</ul>
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