JoshKlint wrote:Regarding Penumbra, do you mean the third Penumbra game, or the last 1/3 of Penumbra: Overture?
I mean the third game, which felt more like a smaller DLC compared to the two former game. But surely very related and worth a look.
I've made a puzzle game myself for early cell phones before the smart phone era. 2D, controls like Sokuban, and a rich set of mechanics - moving crates, teleporters, circiuits guiding electricity, teleporters, predictable NPC behavior... basically all the classic puzzle stuff.
Designing puzzles is challenging. It feels impossible to come up with puzzles just in my head, or planning them ahead on paper. What worked was to play around with all those mechanics in the editor. Becasue the various mechnics affected each other, i often found interesting and non obvious effects, suitable to make a puzzle out of it.
That's something i can recommend. You can see the same with Portal 2, where they added more mechanics beside the portals. Fluids and such stuff.
If you have an idea for a new killer mechnic like the shootable portals, that's enough for one good game. But if you don't, it's maybe good to have
many mechanics around, so players - but also the designer - can explore their combinations. Recent Zelda also is an example of that. (Reminds me on Garys Mod - not a puzzle game but related too)
JoshKlint wrote:Any other first-person view games I should be looking at?
There are not so many. I've already accepted some not so great titels at the end of my list.
Viewfinder for example has a new killer mechanic. But imo they totally failed on puzzle design.
Edit: Some more titles i do remeber are Qube, Entropy Centre, Quantum Conundrum. Not that great or remarkable, imo.