I struggled on a good four or five puzzles because I didn't even realize certain things were even possible, and then those obscure, new-found revelations almost never came up again. The systems and mechanics are all explicitly clear from the moment each one is introduced, and yet a few of the puzzles randomly expect you to do things that have never been established before. But while the puzzle design is generally laudable, some of them are just a little too obtuse for their own good. The puzzles range from being so easy they practically solve themselves to head-scratchingly nigh-impossible, though most of them strike a good balance between challenge and accessibility. Like I mentioned earlier, this allows for a lot of satisfying progression as you work your way through the puzzle sequence and through the actual room you're constantly engaged in doing something, and everything you do moves you one step closer to your objectives - you're not just staring at the problem passively working through things in your head until the solution comes to you. It's a bit like solving puzzles to get the puzzle pieces you need to solve the actual puzzle. A typical puzzle room is actually comprised of multiple smaller puzzles: first, it's a matter of unlocking all of the tools you need (which could be anywhere from two to five puzzles you have to do in a certain order), and then you have to assemble all of those tools (again, in the right order) to complete the room. Each system on its own is fairly simple, but a typical room combines multiple puzzle elements in a way that requires a lot of outside thinking and active trial-and-error to solve. The puzzle systems are all tremendously impressive these are clearly well-thought-out puzzles, and the way the different systems interact is particularly clever.
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