>>25770
same anon, just no longer on mobile
yeah, sorry, kinda missed that part.
for the challenge, it should be balanced, and always fair.
start out simple and ease people into the concept. make the first puzzle fairly simple, but not retard-droolingly so.
whenever you introduce a new concept, you have to ease people into it. so, explain it. you can be cryptic about it, but, the introduction of the new concept should not punish failure as harshly as the rest of the game would.
never, ever make something impossible, unless it is very easy to reset. do not punish reseting in that case. test the puzzles extensively, so that you couldn't get yourself in a state of failure, with no chance of winning.
don't drop any puzzle concept after using it once. combine them together. use them in various ways.
let other people try your puzzles. see what they try first. they'll think of solutions that may not work in that specific case, but would work in a puzzle, that uses those same elements, yet is differently designed. use that.
the final puzzle, or final boss, should always be a test of everything you learned throughout the game. combine elements of everything into the finale. that's where you can stop being forgiving.
I'm basing this mostly off of something like Professor Layton, so I don't know how applicable it is to your project.
some autism right out of my ass. hope it helps, though.