There is always a particular challenge when designing puzzles in any genre of games.
How do you make it rewarding enough to make sure the player gets that satisfaction they need to go on?
How do you make movement, pushing boxes, jumping on buttons and every other mundane thing worthwhile?
In Unsight we tried to get that feeling of accomplishment to the player by presenting a story, a mortal challenge.
We will motivate them with a sense of plot, a storyline and their fate hanging on the balance. We will make sure every second counts in every puzzle. Every rewind, every shape change and every bit of happiness is accounted for.
Every action will be rewarded with progression through the metaphysical story, one step closer to freedom.