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spemanig said:
DanneSandin said:

Yes, items could be used to create short cuts - that's a pretty good use of them; reward the player for finding them by giving them the option of short cuts and things. The item-specific area would contain rupees or heart containers, as a reward for finding the area and stuff like that.

What I'm suggesting is that you NEED to take your time solving the puzzles; or else enemies or traps will be let loose. Get he puzzle wrong might open the WRONG door, letting enemies at ya. Imagine having only two hearts left, and you have to solve this puzzle, but if you get it wrong two darknuts will appear. Now, THAT'S a pretty intimidating situaition.


Sitting in a room taking your time to solve a puzzle is exactly what I don't want. To me, having strong enemies halt your attempts at solving a puzzle is frustrating more than it is intimidating. Your feeling of intimidation is shattered as soon as you halt your progress to solve a puzzle, and then the enemies just mean that you have to spend even more time solving that puzzle. Not because it's difficult, but because it's padding. It just forces you to stay in the same room for longer than you should need to.

But it doesnt have to be like that though. Puzzles can be intimidating if you know that IF you screw up, you might be attacked or set off some traps. Both of which would test your skills. Its really no difference from entering a room to fight a mini boss so that you can get a key. Whats the mini boss for? Testing your skills and halting your progress. Puzzles would test your WITS, and if youre not careful enough those puzzles would set of traps to test your skills.



I'm on Twitter @DanneSandin!

Furthermore, I think VGChartz should add a "Like"-button.