numble
The puzzles you mentioned had good logic in the context of universes they belonged to + involved a little thinking. In this case we've got clear logic, but no thinking, no need to explore the little universe fot some hints, because everything is so clear.
I think if episodic S&M had the same puzzle design as the original S&M, it would've been a much better game. Personally, I think Dave is not right here. As a designer he started to repeat himself (collect three items/ perform three actions to get a result), while original S&M was original in every respect, and with "using Max as an inventory item" too.
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