A good adventure game needs puzzles, but designing puzzles is not always an easy task.
You have to keep in mind the setting (does this puzzle make sense here?), the mechanics (does this even work?), the design (how should it look like and does it fit the overall game?) and so on.
I must admit, during making the puzzles I sometimes went home all dizzy and with a serious headache
Making puzzles is equally, if not more difficult, than solving them.
We tried our best to include different types of puzzles and also made sure that some of them are easier and some more difficult to solve, depending on the situation and what the player “gets” from solving it (like information or access).
We also wanted to design the puzzles in a way that advanced and new players to the genre alike can solve them without feeling bored or overwhelmed by them.
That’s why we always included hints to the correct answer of the puzzle or how it has to be tackled by the player, without downright saying “This is how you have to do it” or “This is the solution”.
Base for many of the puzzles is the book Remy obtains at the beginning of the game. Some of the puzzles are in the book itself, sometimes the book is necessary to solve puzzles in the locations.
For now we showed you two examples for book based puzzles, in one of our next entries we’ll show a location based puzzle too.
Thanks for reading, and we hope you will like our puzzles in the game.