Rambles about game design in general or in specific, as a dev and a gamer.
puzzles
- playtest, so I include "obvious" solutions
things I don't like in games
- How long does it take to get into the game, and is it a reasonable amount of time?
- Some kind of hint as to where you are in the game and how to quickly refresh on mechanics, for players who left for years
- If it isn't replayable, maybe one part is too much of a drag, the puzzle was only fun to solve once, each playthrough is not new and variable. Also in that case, probably no point to play, better to just watch.
- when game ignores the lore - permadeath for the young and vigorous in a world with plenty of resurrection
- losing control of your own character for an extended period - knockdown room
- forcing player to act stupidly - story won't progress until you trigger an obvious trap, sign a bad contract, etc
- when you "must choose a path" when everyone obviously is most incentivized to cheese and take both
- can't use noncombat skills in noncombat areas - let me use my running skill in town
ideabox
- range only - through ravine, chain-link fence
- direct keywords only - through wall
- lots of interrupts
- high dexterity/dodge
- high and increasing defense - Metapod
- only accessible via teleport
- slide puzzle - Monkey Madness
- Tetris - Danger on Deception Island's books
- burn webs, wood, paper
- Light torches, candles, furnaces, fireplaces, campfires
- Hasten past timed doors, flee impossible foes
- Swap/Teleport past walls; move victims to safety, move obstacles, move heavy thing to desire spot
- Skill block - some constant obstructing skill, shut down strong foe healer
- Target energy buff - liven up a sleepy guy, recharge batteries
- Target lose energy - put machine to sleep
- Slow timed door, chasing enemy, scout foe
- Transmute - instead of merching, crafting, Bones to Bananas (kill for food), process materials
- Summon item - fill all jugs with water, summon apple
- explore dark area, lighting torches - receive constant light skill
- traverse zone by swapping with monsters. There is a victim who will be killed if you don't kill the monster with rangeed attacks or make victim invincible
- Attract monster to follow you into triggering trap/moving into aggro range of other monster
- charm monster to tame it
- Oozespeak for taming, temp ally, info (level, monster, etc)
- Security system runs on electricity - power down
- Ask teammates for ideas - each has a perspective, expertise
- Levitate over chasms
- Truthvision - see unseen doors, paths, items, characters