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jonahbenton 8 hours ago

I used to like these in old magazines that would have multiple clue sets for the same puzzle layout. Try the hard one, then do the easy one. The mechanic in an interactive context strikes me as challenging. Is it just time? Is there a hint submechanic? Is there a points mechanic? Is there a difficulty labeling (like give me the Saturday version first, then switch to Wednesday). How much cognitive load to add to the game? I'm also a little skeptical that the (implied) llm generation of clues or hints could be implemented without frustration. It seems like an interesting idea to explore but many paths in that game design tree seem like they could be frustrating rather than fun.