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-Overusing the same puzzle types, and having low variance on them. We try to avoid having the same puzzle over and over and over. I mean, it is kinda cheap to just throw 10 different keypads to the room and call it an escape room game. I rather design completely new puzzle types, and limit the overall puzzle amount, than force the game a lot longer with overusing same stuff.
-‘Forcing the game longer’ type of puzzle games. These are a mainly a problem in co-op puzzle games, when the game is designed from the co-op perspective, but allows solo players too. Playing solo, the player have to run forth and back dozens of time, as the hint is in very specific location, and the object that is interacted is far away. And of course the player isn’t allowed to pick the small note with him. These aren’t a problem when used in slight amount, but when the player have to run the lap 50 times, just so the game is long enough that the player cannot refund it (ie. 2h mark), it start to break the overall game feel.
-Illogical puzzles. This is pretty much just my opinion, but I personally hate having a puzzle without any real reason behind it. I have seen so many puzzles where the main puzzle revolves around something like putting flower pots to some random table and rotating them to specific position. Same thing with these puzzles where the hint for the puzzle is truly “cryptic”, and doesn’t have any real logic behind it. And I mean like 4D-chess level of cryptic.
-Any movement/interacting mechanics. This is something that about 70% of games don't get right (or I’m playing the wrong type of games :D). In most situations, the player usually just tires and adapts to the bad mechanics. This is often something that is noticed in the first seconds of the game. I can proudly say that we have nailed this one down and tight.
-Co-op. This is probably where the game shines from the rest of its genre. There are very limited amount of puzzle games (like under 15), that allows to have fun and solve together with friends. And for some reason, a large majority of those are ridden with game breaking bugs, even after years from coming out. In many of those games, I have got into a situation where after wasting a hour for thinking and googling walkthrough, it is all because the game bugged. I mean, it is one kind of method to make player spend more time with the game..
Our main goal was to fix these typical problems, and also try to cater multiple different kind of player, rather than sticking with very specific and niche audience. Due these design choises, our game should give an overall nice experience to almost anyone. But I would definitely say our game falls a little bit towards casual type of puzzle games, rather than true hardcore.
So tl:dr, we get rid of all the bad stuff that are associated with puzzle games, and also try to include a very large variety of puzzles to cater every single type of puzzle gamer.
btw, what you said earlier led me to believe there were a bunch of checkpoints here and there, like maybe after every puzzle, something that makes sense. now you said chapter-based, which is what, one save per hour? how does saving work exactly?