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Designing the Overworld — Where Puzzle Games Let You Be Stuck
Portal's corridor, Braid's hub, The Witness's quantity gate, Baba Is You's branching map, A Monster's Expedition's world-as-board. A designer's-eye rereading of level selects and overworlds as plumbing for stuckness — the grammar of designing difficulty outside the level.
Reading the Unreadable — The Grammar of Decipherment Puzzles, from Fez to Chants of Sennaar
Fez, Tunic, Heaven's Vault, Chants of Sennaar. A reading of the decipherment-puzzle lineage — languages cracked by observation alone — through one design question: how do you treat misreading?
提示系统的设计 — 如何显示,如何隐藏
InvisiClues 的隐形墨水、The Witness 的沉默、The Case of the Golden Idol 的摩擦、Return of the Obra Dinn 的三人确认。将提示功能「如何显示、如何隐藏」的设计,作为面向卡关玩家的态度宣言加以整理。


