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