I admire the compact, concentrated, minimalistic challenges. Especially where elements serve more than one purpose. To me, they're like engineering haiku. No fluff. Like your "Walk Around" , and @richardfu 's "Return Trip"... amongst others.
My favourites of yours are The Ruins, Yellow Land and Timing Problem. For me it's about the discovery process. Whether it's having to find hidden things (draggables), hidden mechanics (codes), or hidden paths. Like Trids, discovering that you need to use an element of the level more than once is very rewarding because it requires lateral thinking. I guess I like being surprised, particularly when mentally challenged
Another kind of level that i prefer is where the element of luck plays no role. Do you have any levels in mind as examples of "tricks", the kind you're talking about abandoning?
we can confirm that a lot of people on mekorama forum don't know the tricks - I mean skills of B - . I would make some levels that can be enjoyed from all, but also they've to be reasoned. yes,I can use hidden paths or hidden draggables,but it's too difficult to use phisical skills of B if you don't know them
Also, is not the size that matters, it's when the designer has taken a lot of care to reduce the puzzle down to its essence and eliminate whimsical irrelevance. This is often true in smaller puzzles, but not always.
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