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The best advice i can give about the puzzles is once you can get into the mind set of the programmers the puzzles dont seem so difficult ( thats a lie ) they are difficult.
BTW i was lazy i completed it having only done 417 of the 650 + puzzles.
If you try to process each area as you find it, you'll typically do the introductory area (black/white segregation, hexagonal dots) first, then the desert (reflections), then you'll encounter either the town (which uses all the rules, so should be done last) or the quarry/sawmill area (which teaches the trefoil rule but needs the rules for polyominoes and stars).
So don't do that. If a puzzle seems to use rules you don't know, leave it and explore the rest of the island. If a puzzle is rejecting solutions you think are correct or seems to have no solution, it's using rules you don't even know you need. E.g. puzzles which use the rules from the greenhouse (there's one in town like that) can't be solved without knowing the rules and how to apply them (you need to find something in the environment).
The thing is even the "tutorials" aren't always clear. I was getting the Squares ones right without knowing why. All the dev needed to do is literally put one or two words. This approach of being deliberately cryptic isn't a good decision IMO because for abstract puzzles like this it is ambigious, whereas in The Talos Principle or Portal you can physically see the rules
Just google solution(ie exact rules) if you hate this kind of puzzle specifically.
I don't hate puzzles but IMO it shouldn't be a challenge to figure out what the objective is. For me the fun should be in solving the puzzle, not figuring out the rules. In games like Portal for example, the rules of physics are part of the puzzles but these are explorable by experimentation - that's half the fun because there is direct, tangible feedback. I think the feedback in this game is too subtle because the puzzles are abstract and the rules are completely arbitrary
Because as I said the rules are completely arbitrary. I understand for some it may be fun but not for everyone (I'm one of those people that would never play an action game without objective markers), and I suspect the intention wasn't to be deliberately cryptic about the rules but to try to make the player internalize them intuitively. If this wasn't the case there would be zero feedback but I think the feedback that is there could definitely be improved.
I will. I'm just saying it's a shame that such a guide needs to exist at all.
However it does provide all the details you need to progress and learn.