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This talk explores how Star Stuff made “thinky” approachable without compromising depth. We iterated heavily on puzzle design while also shaping the world around it - through art, characters, animation, and rewards - to guide players toward curiosity rather than intimidation. I’ll share candid lessons from a small team learning how to balance tough puzzle design with warmth and charm, offering developers practical tools for approachability and giving players a new appreciation for how world building shapes challenge and joy.

Silly reasons to not make a puzzle game
Cerise Talis
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