Islands of Insight

Islands of Insight

Flint Aug 13, 2024 @ 4:01am
My tier list of puzzle types
From best to worst:

1. Logic grids. Obvious choice, they are the most diverse and plentiful puzzle type with great range of rules and difficulties. I like grids where restrictions are laid in such a way that you can reason about general shape of a solution without placing a single tile (usually it involves huge galaxies, connected colors, letter groups). I'm not a big fan of puzzles where you just do a lot of local micro steps. To give an example, 5 star puzzle in Lucent Waters or 4 star in Shady Woods are fantastic, and 5 star on top of the temple in Serene Deluge is tedious.

2. Mysteries. Not really a puzzle type within game categories, but a big part of the experience nonetheless. I solved 19 by myself, 1 looked for a hint (in hindsight I could've gotten it myself if I had read it more closely) and 1 is still unfinished. I like how mysteries reward familiarity with the environment, and it is always cool to see how the same puzzle with different rules can have a different unique solution. Feels like I'm hacking the system.

3. Pattern grids. Many of these were too easy, but some starred ones had me scratching my head and feeling like I'm taking an IQ test. The diversity is fantastic, I don't remember any pattern idea that repeats. The best grids are not just visual, but have a hidden rule.

4. Music grids. I play musical instruments, so I think I'm better equipped to deal with this puzzle type. It's pleasant and fun. The only frustration I had with more difficult music grids is that the tempo was often cranked way too high. It's easy to misalign things in game's imperfect interface, so you have to listen dozens of times to find a single note that is out of place.

5. Rolling blocks. Puzzles on the main island are usually too simple and not very fun. In enclaves, like Archipelago of Curiosities or the pyramid, they are very interesting (multi block puzzles, interesting setups etc).

6. Flow orbs. First environmental puzzle type and probably my favorite. Especially after you unlock grandmaster times, it can be pretty fun to figure out the best order and nail the execution. Game controls are somewhat janky (we need a way to decouple jump and glide buttons) so it can be frustrating sometimes.

7. Shifting mosaic. I'm bad at this puzzle type. I couldn't fully complete the Sifting in Phase enclave. But I appreciate this puzzle, it has depth and variety. Again, as with rolling blocks, I find that in open world mosaics are easier and more basic.

8. Glide rings. My second favorite movement puzzle. Flying is not very involved in this game, but developers do a decent job of making the courses interesting. It's cool when they can't be completed in a single glide and require using jump pads.

9. Phasic dial. It feels like this puzzle has potential, but after you figure out the first few rules it stops feeling intricate. You check parity, leave the most decoupled color for last, and 90% of the time solve it by spam clicking the final button.

10. Match 3. Not a huge fan of this puzzle type. It's average, I do them sometimes. The specialized match 3 enclave was too hard for me.

11. Wandering echo. Similar to flow orbs in a way, but you don't see the trajectory in advance. So it can be frustrating, especially when echo trolls you by getting elevation but then dropping back or flying over the chasm and back. Also if you play online and have lag it can make timings much harder.

12. Armillary rings. Not the most exciting puzzle type, and often extremely obvious. But still probably the best from the category of "click in 5 seconds and run along". The specialized enclave has more interesting rings, I wish there was another one.

13. Matchbox. Surprisingly, pretty fun considering how simple it is. But sometimes figuring the right angle can be engaging.

14. Sentinel stones. Again, in the open world tend to be too easy. In enclaves I enjoy them, even if doesn't involve much thinking.

15. Hidden pentads. Compared to other hidden object puzzles, this one involves some reasoning so it's mildly engaging. Nevertheless, after a few pentads done I've lost interest.

16. Sightseers. Okay to do once in a while, but usually I skip them. They are similar to pentads, you grow tired of them quickly.

17. Crystal labyrinth. I don't like labyrinths in general, I don't feel like they are quite engaging on their own. Here you also have dizzy visuals that often confuse me. But that one labyrinth with a flow orb course inside was fun.

18. Light motifs. They are very easy and always the same shape. I think they would've benefited tremendously from being varied in shape, like perspective puzzles in Witness for example.

19. Sky drops. Similar to light motifs, very easy, and always the same (they are in a cone, so you just go towards the smallest orbs and it's basically solved). But they also pollute the beautiful landscape, so they are worse than light motifs for this reason.

20. Hidden cubes, rings, archs. Don't care for them. I will pick them up if I move nearby, but otherwise I don't engage with them.

21. Shy auras. Very insipid and they can annoy you even if you don't interact with them. For example when you try a flow orb course and the nearby aura clinks and clanks in and out of existence when you run past.

22. Fractals. I figured out how to solve them (kinda), but poor controls, bad feedback and lack of sense make them completely unenjoyable.

23. Memory grids. I don't care for them at all. Never solved a single one outside of mandatory enclave.

What's your favorite and least favorite puzzle type?
Last edited by Flint; Aug 13, 2024 @ 9:16pm
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Showing 1-2 of 2 comments
Nihixul Aug 13, 2024 @ 11:18am 
Your description of "18. Sightseers" sounds like Sky Drops.
Flint Aug 13, 2024 @ 9:17pm 
You're right, thanks for bringing it up!
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