Time to get a little bit more specific

. I guess we all have our own way of rating DROD holds. When it comes to enjoyment anything above 5 is "
enjoyable"
, and a rating of 5 would be where I feel quite neutral about having played the hold. Deviations from a 5 follows some kind of bell-curve.
On this scale I would rank TLP as a whole as a 9 with a difficulty of 5. Keep in mind that the sum is almost always greater than the sum of its parts.
My experience from 4-3 and beyond:
4-3:
Some context providing an alternative experience: playtesters and I felt that a good portion of the solution path was evident and there weren't that many points to puzzle out deeply. I actually tried to keep the potential paths rather constrained.
That's the problem, though. The portions of the path that was "
evident"
, or not so hard, was too "
eveident"
. And for me the constrained path in the beginning was invisible among all the paths I tried and tested, since it didn't feel obvious that I couldn't make some of them work. Not even when I had compleated the puzzle did the correct path clearly stand out to me. This I find problematic, since it just feels as if I happened to stumble into something that worked.
Enjoyment 4, difficulty 6.
4-4:
I too loved the grappling hook element. I also liked bringing back two out of three sacred treasures. I found this puzzle to be a bit easier than many of the others, and my only complaint would be that the math-part (keeping multiple steps of a solution in my mind) was a bit hard.
Enoyment 8, difficulty 4.
4-5:
I really enjoy the idea (both of the switch and of the key-trading), but found the puzzle too constrained, and that the one correct path (in some regards) just didn't stand out. There was no obvious way for me to value the "
needless"
loss of a key so many moves into the future. I just had to try a lot of moves over and over and over.
Enjoyment 5, dificulty 6.
4-secret:
I kind of wish it was a little bit harder... felt a bit out of place, even though it was a solid puzzle.
Enjoyment 6, difficulty 3.
5-1:
This one is tricky to judge, since it was way too easy for me. I can see multiple ways of doing a puzzle containing witches more challanging, and looked forward to more puzzles like this when I first saw (and wrote about) it.
Enjoyment 7, difficulty 2.
5-2:
Again I love the concept, but it feels too constrained. There are so many paths I tried, and they don't stand out as obviously false. Loking at the official solution it don't stand out, and I managed to find a US
Click here to view the secret text
×just rush right to the boss, grab the key, and rush right to the crown, picking up all treasure that is free to pick up
. Ironically I think this puzzle (to me) would have benefited from being a 2-spread puzzle, with a bit more of an open layout.
Enjoyment 5, difficulty 6.
5-3:
Ugh! This I found to be a mess to calculate, and to keep multiple steps in my working memory. I also find it hard to grasp what a point of poison means, since it's so dependent on how many monsters you encounter afterwards. Yeah, I probably would find better strategies if I played a whole game with spiders, but I don't want to

. I actually happen to have quite strong evidence that sugests that my working memory lies significantly below my ability to reason logically. Maybe that is a problem here, that may be a bit unique to me.
Click here to view the secret text
×It also felt a bit as if the "trick" was to interact with venom as little as possible. I don't know why, but I found this a little cheap. Kind of like a red herring that I didn't enjoy.
Enjoyment 4, difficulty 6.
5-4:
I really enjoyed this! Just to be clear: The solution "
doesn't stand out"
, but I know the gist of it, and it feels logical and very doable to reason about. There are many posibilities that can be easily weighed aginst each other. Both the herbs and the alter feels very interesting. If I compare to 4-5 it felt more possible to judge the pros and cons of a certain timing.
Enjoyment 9, difficulty 6.
5-secret:
I feel as if this should really have been spread out (2-page-spread), and I would have liked for the rules to have been eaven clearer. That "
accessible"
means where you could have reached and picked up a treassure. Or maybe it could have been a bit reduced in scope. This is also a puzzle with messy arithmetic. It works as a last puzzle, a final challange, but I'm certanly glad not every puzzle was like this.
Enjoyment 6, difficulty 8.
6-1: Neat idea, neat concept! Once you have a feel for the different elements, how they interact and the number of resources it is very doable (for me) to make sound strategic decissions.
Enjoyment 9, difficulty 6.
6-2: I actually found this surprisingly easy, making it on my first try. I also managed to have 8 HP left rather than 1
Click here to view the secret text
×by going all in on DEF
. It was fun to weigh different routes against one another, and try to optimize my use of resources.
Enjoyment 9, difficulty 5
In conclusion I think I do like "
[puzzles that] involve a game element that morphs the puzzle space into something different"
. In fact my very favourite puzzle is 3-4 (enjoyment 10, difficulty 6). And there are some ideas that could have been explored more (like the Grappling Hook, or witch-type monsters or ghosts for that matter), but when I feel unable to reason about a solution in a meaningful way I don't really enjoy it.
When I just try different routes, and eventually stumble on a solution, and I just don't see how I was supposed to reason my way to that solution.
An optimal puzzle (for me) includes quite a bit of exploration, getting familiar with the puzzle and its resources and elements. And in the process of getting familiar with the elements and the layout the solution becomes progressivly easier to reason about. Like "
I really need ATK as fast as possible"
, or "
I deffinitly will have two keys that should just save HP"
. Or
Click here to view the secret text
×"There are deffinitly enough Flame Shield Spells that an optimal solution will include some form of backtracking"
.
Edit: I realize I'm trying to convey rather vague feelings here. All I can do is to try, and hope that some of it makes sense. I also want to make clear that the ratings I have listed does not reflect the quality of the puzzles. In fact I think that the quality of all the puzzles are top notch. I also realize that most playtesters probably had a good feeling about the puzzles I didn't enjoy so much. When I write my personal enjoyment rating of a puzzle it is just that. Not something that should be interpreted as if I think a certain puzzle is bad.
[Last edited by Blondbeard at 07-10-2020 11:51 AM]