Asking the hard questions, aren't ya?
Off the top of my head, A Link Between Worlds.
What I consider good level design would be the perfect balance between teachig the player the tools he can use in his adventure (teaching and learning), leading the player to the adventure by his own curiosity (no hand holding), and either expand or complicate the scenario to use those tools for the feeling of growth (rise in difficulty).
That's how I can explain it with my dumb wording ability 
Bet with bluedawgs: I say Switch will outsell PS4 in 2018, he says PS4 will outsell Switch. He's now permabanned, but the bet will remain in my sig.
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