this post was submitted on 21 Mar 2024
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[–] NuXCOM_90Percent@lemmy.zip 2 points 7 months ago* (last edited 7 months ago)

Even those are generally "obvious" as level design makes it obvious there are interactables not inside a puzzle or that use tools that aren't part of that specific puzzle. The narrative is what pushes you to think "... what if I take this out of the puzzle room?" but many puzzles outright teach you those skills with the kill fields.

As opposed to "You should have looked to the left while walking between these areas and realized that if you lined up the level geometry it would make an arrow"