One of the problems with game design is find out how difficult designing puzzles is until you try it out for yourself. It is definitely a case of fail early and fail many times.
Below is a 'timeline' of how I learnt to make puzzles. They get better as along the way.
[Above: Some hideous early stuff from when we were trying to work out how the game would work.]
[Above: An old puzzle concept that had blocks(prisms) that would either bend light or shadow. Red lines show player movement.]
[Above: A puzzle design that didn't quite work out. The red lines indicate player's movements.]
[Above: Flow of an entire level, there's about 8/9 puzzles packed into this little baby.]
[Above: Because it's so confusing with all the lines everywhere.]
Things that I've learnt about making puzzles:
- Read The Platformer Primer (The advice in it also applies to other games beside platformers.)
- Know what's involved in your game eg. special features or difficulty.
- Figure out what elements make up your game eg credit, goals and risks.
- Try making basic puzzles that demonstrate what these elements/objects do. (Getting a feel for the how player and items work together is really handy)
- Map out when new elements/types are going to added in the game.
- Plan out a difficulty curve for the game or areas.
- Set out goals for each puzzle. What do you want the player to in each puzzle.
- Sometimes working backwards helps.
- Reusing parts are okay but you do need to "mix" it up for the player.
- Player's don't like mazes, neither do kings.
- Trial and error is good.
- Get someone else to "play" your puzzles, they might find a problem with it.
- Don't under-estimate the stupidity of people.
- Play some games to get some reference.
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