Leon's Microblog – Posts tagged "Patrick's Parabox"

The notion of puzzles having a "thesis" is very apparent when playing something like Patrick's Parabox, where it's obvious what idea each particular puzzle is trying to convey. Void Stranger puzzles, being inherently "cruder", are much more capable of misdirection as a result.
I want a Patrick's Parabox game with Uurnog Uurnlimited mechanics, and by that I mean it turns out that each level's "infinity room" is actually a shared hub room that can be used to clandestinely transport blocks from one level to another, which becomes required later.
Patrick's Parabox true ending route where it turns out that all the nested rooms are actually implemented as square teleporters to other contiguous parts of the level (as the ASCII art levels hint at) and that you can deactivate them to just make everything normal again.
How do I put this… Sokoban-likes like Patrick's Parabox and Baba Is You feel like they're designed by programmers for programmers. But, in the exact same respect, VNs like Umineko feel like they're written by writers for writers.
I do appreciate that Parabox helps this playstyle by taking pains to make most of its puzzles extremely easy to comprehend (in the sense that it's obvious what the goal is and the general thing you want to do to reach it) which makes bite-size consumption very palatable.
I feel like I'm getting more out of stuff like Patrick's Parabox by simply playing it like this, as a daily ritual. (In part because the main game's aesthetics are so plain and lifeless that I get a lot out of simply not playing long enough to engage with it… haha.)
Assembled the team and I'm going in You may never see us again
All original content on this site, except where noted, is property of Leon, all rights reserved.