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While making SOLAS 128, I became completely consumed exploring the possibility space of its ruleset. But do we kid ourselves believing players care about that as much as designers do?
Let’s instead talk about the joy and challenges of making a messier puzzle game and how to ground puzzles in a 3D world using classic visual design techniques. We might even find more in common between these two seemingly different styles of puzzle game than meets the eye…

The Art and Craft of Puzzle Design
Samarth Hattangady
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