Display title | Hint System |
Default sort key | Hint System |
Page length (in bytes) | 15,318 |
Namespace ID | 0 |
Page ID | 101064 |
Page content language | en - English |
Page content model | wikitext |
Indexing by robots | Allowed |
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Counted as a content page | Yes |
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Edit | Allow all users (infinite) |
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Page creator | m>Import Bot |
Date of page creation | 21:27, 1 November 2013 |
Latest editor | Zzo38 (talk | contribs) |
Date of latest edit | 23:07, 16 June 2018 |
Total number of edits | 10 |
Recent number of edits (within past 180 days) | 0 |
Recent number of distinct authors | 0 |
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Description | Content |
Article description: (description ) This attribute controls the content of the description and og:description elements. | Balancing the difficulty of puzzles in a videogame can be tricky. While other aspects of the game difficulty can be balanced by adjusting settings such as health and damage points, time limits, number of opponents and so on, with puzzles it's often a case that either you "get it" or you don't. Developers want to make sure that their games aren't too easy to be fun but they don't want players getting stuck on a puzzle and ending up having to choose between Unwinnable or Guide Dang It. |