What is more interesting is how many deaths it took once he figured the puzzle out and compare it to dan's number in which he knew the path and he knew what was red herrings. Which is one of the reasons why dan's level is so bad (not difficult, bad) is because of the red herrings, the stage isn't hard because the puzzles were hard but they were misleading elements that had to be explored. Fatiguing the player isn't a great way to win, it just shows level design incompetence.
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