josepezdj wrote:
But X, still, there are many senses for the concept 'difficulty'. IMHO a puzzle game's difficulty should be right in finding a solution after a certain statements have been already well-defined... it's like defining clearly the rules, set the scenario, make the player experience the "aha-moment"... Right there is where I find this game fascinating. Difficulty shouldn't be put in glitchy maneuvers, again only IMO.I don't even see any fun or difficulty in non-glitchy but "bizarre" maneuvers, like based in timers, quick sequences in a short time, or very accurate angles of a rotating reflector cube while it is coming out and getting into 2 floor portals!
I mean difficulty in the sense of squeezing your brain to find the unique logical sequence of steps that will allow you to get to the exit... have you played Mevious PTI maps? damn, those are really puzzles!! They are so challenging because each takes you quite a while to find out what to do, the solution is not easy to find at a first sight, indeed, even when those maps are ridiculously small, you have to explore around even hours in some of them to figure out what to do and in which order.
Or Chander's maps... everything there is FAIR, it's only that he likes to find awesome new ways of playing with the puzzle elements...
Come on! let's try all to make good puzzles!



I've been there myself...