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Abel Toy wrote:Attempt to do some seed-based procedural generated levels, and grab the interesting ones. This could be hard, but very interesting :D
(My intention was to make this post kinda general for a puzzle games, but if specific details are needed to give tips according to this or that, my game is basically Lights Out with a bigger grid [15x15] BUT not every cell of the grid is a playable cells [So empty cells aren't taking into account, allowing irregular shapes]. Moreover, there are different kinds of tiles: the regular +, a x, one which toggles a whole cell, one which toggles a whole row, one which toggles both a whole cell and whole row, an unclickable cell and one which toggles the cells around it but not itself)
Chris Whitman wrote:Teach! There's a school of thought that the purpose of puzzle level design is to make the player learn by inventing what appears to them to be a novel solution, so that every level results in them knowing how to do something they didn't know how to do before.
I mean, there're reasons to break away from that. Portal spent half the game doing that and the rest not teaching you anything, and the switch-up worked so well that I was honestly disappointed in Portal 2 for not being able to pull the same trick. But it's a good concept to riff off of anyway.
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