Complete: Remaining restructure tasks - design notes, cross-reference index, worksheet, FAQ
- Add Design Process Notes to 5 puzzle taxonomy overviews - Create cross-reference-index.md mapping 28 games to puzzle types - Create quick-start-worksheet.md with design checklist and templates - Create comprehensive FAQ with 10 common design questions answered
This commit is contained in:
@@ -40,3 +40,19 @@ Urgency framed narratively rather than through UI timers, requiring the player t
|
||||
- **MI2** (Cross-Temporal): Time-travel puzzle where future actions enable past discoveries
|
||||
- **KQVI** (Cross-Realm): Transferring objects between human world and faerie dimension with different physics
|
||||
- **Curse of Monkey Island** (Multi-Character): Coordinating Guybrush and the Elysian Fields' residents simultaneously
|
||||
|
||||
## Design Process Notes
|
||||
|
||||
**Failure Modes to Avoid:**
|
||||
- Making boundary rules ambiguous so players can't predict cross-context effects
|
||||
- Forgetting to provide feedback in the source context after actions propagate elsewhere
|
||||
- Creating arbitrary constraints that feel like busywork rather than meaningful sequencing
|
||||
|
||||
**Playtesting Focus:**
|
||||
- Do players understand how contexts connect before needing to use that connection?
|
||||
- Can they predict what will happen in Context B after acting in Context A?
|
||||
- Do players feel forced into linear sequences or discover multiple coordination approaches?
|
||||
|
||||
**Connection to Design Process:**
|
||||
- See [internal-logic-fairness.md](../design-process/internal-logic-fairness.md) for maintaining consistent cross-boundary rules
|
||||
- See [bushy-branching.md](../design-process/bushy-branching.md) for offering parallel coordination paths
|
||||
|
||||
Reference in New Issue
Block a user