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GDC 2011 Notes – Designing Limbo’s Puzzles

Focus on gameplay

Puzzle Design Principles in Limbo

  • Challenging problem-solving
  • There’s a difference between pretending to solve a puzzle (doing a puzzle) vs. actually solving a puzzle (thinking through, arriving at conclusion, executing)
  • Easy and quickly-understandable mechanics
  • As few elements as possible and simple elements
  • Discourage brute-force trial and error, it ends with the player not getting enough of a sense of achievement
  • Don’t repeat puzzles, puzzles do not have replay value
  • Solve complicated problems with simple explanation
  • Do not challenge player through volume of STUFF