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This is just my 2cents, but I have found that if I'm banging my head off the wall on a single puzzle for too long - 1) it begins to seriously lose its fun and gets frustrating, but more importantly 2) when I went off and solved another variety of puzzles, I actually learned a few little new things/strategies and when I came back I solved the original puzzle fairly quickly.
Food for thought. Really just depends how much fun you are having when still stuck. It varies for me.
We have a tendency to get stuck in a particular way of thinking, and without taking a break we often can't actually break out of whatever wrong assumption is keeping us away from finding the answer.
the best part is trying to figure out a puzzle for 30 minutes and having my buddy watch me stream it through discord and he figures it out in 2 minutes.
i shut down the stream. my friend just laughed and said "that was easy"
i don't want to be friends with him anymore!
to the DEV team... i hate this game! keep up the good work.
Hmm, there is nothing "blinking" in the engine room or its puzzles. All puzzles in the game can be solved by logical deduction (with some experimentation to determine the rules of new mechanics), with only two exceptions: the moving pillars in front of the escape pod bay and the cryosleep chamber. In these two cases, you're supposed to realize that you need more information to find the right combination. Both puzzles are extremely easy once you have that information.
The story is already divided into little chunks. You usually get a bit of story after solving an anchor, either a) via direct voice-over, or b) by getting access to a login for new messages and logs, or c) by unlocking a voice-over elsewhere on the ship.
I can see where the frustration is coming from, though. That's the reason why narrative games often have very easy (if any) puzzles - they can get in the way of the story if they take a long time to solve. Filament is not a narrative game though. It's first and foremost a puzzle game that just rewards you with small bits of story after solving puzzles. It's similar in design to games like Portal or The Talos Principle in that regard.
If you have a compelling narrative and challenging puzzles in a game, then you'll always have situations where the player gets temporarily stuck on a puzzle and is then frustrated because they can't progress in the story. The only way to prevent this is to either have a great story with no puzzles (like Gone Home) or have excellent puzzles with no real story (like The Witness). But I think there's room for games that combine both. The temporary frustration of getting stuck is outweighed by the feeling of accomplishment when you succeed. The "open world" approach helps a bit - if you're stuck on one puzzle in Filament, you can always leave it for a while, solve puzzles elsewhere, and "earn" some story bits from those other puzzles.
Yeah, this is pretty hard for me even early on. fwiw, I finished Talos (but not the DLC) but this is stumping me early on. It's a different kind of difficulty in this I think. Kindof have the feeling early on that I'll not be able to finish this - similar to that feeling I got about maybe halfway through the Witness when I realized I'll likely not make it to the end.