2 Tone Game: Meta Design Notes

 

SPOILER WARNING

This page contains spoilers from the 2-Tone Game. If you haven't already played the game, you might want to do so before continuing reading this page.

Meta is a meta-puzzle, a puzzle that re-uses elements from previous puzzles. I have mixed feelings about meta-puzzles. I can take them or leave them alone.

On the other hand, I dislike weak endings.

For the first playtest, the game didn't have a metapuzzle. I wasn't sure that I even wanted a metapuzzle.

So the first batch of playtesters solved a bunch of puzzles, and at the end... they ran out of puzzles. Nothing special, no hint that they were coming up to the end, no finish.

A metapuzzle would be a fine finish. But... how to create a metapuzzle? I was going to run my final playtests over the course of two consecutive weekends. I would toss out two or three puzzles along the way. Each time I tossed out a puzzle, I'd have to re-work the Meta, right?

I could have a possibly-elegant Meta that might prevent me from using playtesting feedback. Or I could have a looser, less-constrained Meta, less elegant.

I ended up with a Meta puzzle that wasn't as elegant as what you're probably used to. It didn't use the answers of previous puzzles; too many of those puzzles had constrained answers. If I needed a puzzle whose answer was HIGGS but I had to discard the nonogram puzzle... I might not have another puzzle that could have HIGGS as an answer.

I used the solving methods of previous puzzles, but not the answers. Other, more elegant meta-puzzles have used both.

I think it turned out OK.

I forget how I even came up with it. I guess it was because I'd been tickled that one of the puzzles had a ZULU in it, and the rest just flowed from there.

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