#Engineering Homework
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Took me about 60 hours which is CRAZY,, I call this one The Quark Family when I’m talking about it (which seems apt) and I’ve literally crammed so many references and details and hours into this my life feels so empty without it. Tumblr is butchering the image quality but that’s just what it is ig,,, I’ve tried and I can’t seem to fix it
Progress shots and closeups under the cut (and a full list of the references and stuff I crammed in in the tags bc I have to know that they’re all noticed)
#we’re looking through their mirror btw in case that doesn’t come across#gonna be a lot of tags sorry for that#Some of these little details may be incredibly obv or not super subtle anyway but I wanna be thorough#the posters on the wall are the 2 ferengi tv shows boimler watches in ld#btwn them is nog’s old report card#he’s got a c- in history a b in bajoran an a+ in math (bc he’s good w engineering) and c’s in science and math#the note on the side says “nog is a great kid but he needs to do his homework -KO”#there’s nail polish everywhere bc obv#top shelf odo is hiding in a bottle spying on quark next to the rules of acquisition#middle shelf are quark’s action figures that moogie gave him#the yellow one is doing a sailor moon pose#ds9 snow globe and baseball cap next to baseball on last shelf bc they’re obsessed#there’s a baseball bat agains the chair too#the torn poster next to nog is a vic fontaine poster quark tore down bc he won’t advertise the enemy#the paper on the table is a spreadsheet detailing quark’s current purchase/sales on yamok sauce (yes ik they don’t use paper)#the cups/bottles are root beer raktajink and sluggo cola (from ld) respectively#on the shelf btwn quark and not there’s one of those golden ferengi busts quark prays to#next to it the three bottles are romulan ale kanar and bajoran spring wine respectively#the rug IS the trans flag in case you were wondering bc ds9 canonically has trans carpets it only makes sense#leeta has a bottle of prophets perfume#the eyeshadow pallete on the table in front of them is quark’s#the papers by that are profit assessments for the bar for the week#rom has a bottle of tooth polish#rom and nog are both wearing bajoran earrings bc leeta#now that I’m typing this all out I have so many other references and details that I wish I added in#quark#rom#leeta#nog#jake sisko
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#its finally done#not gonna lie i kind of hate the bottom left drawing#you can tell half way through i decided i didnt want to draw his gun and just cropped his arm out#also half of this was drawn during class and/or when i was supposed to be doing my engineering homework so you can tell when i started#messing around with my friend#hence the autism creature soap doodle in the corner which i forgot would be in the timelapse#who needs to listen to my lecturer anyway?#soap mactavish#john soap mactavish#cod#call of duty#call of duty fanart#cod fanart#soap mctavish fanart#fanart#digital artist#artists on tumblr#art#digital art#ghoap#my coffee orders are also in this timelapse i just realised#whoops
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School jus started again and i Have like nothing to post so take these for now
#team fortress 2#tf2#tf2 scout#tf2 sniper#sniperscout#speedingbullet#tf2 engineer#tf2 pyro#shit post#doodle dump#it’s 7:15 am and i wanted to post something while I work on drawing requests and homework
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In "Die Hippie Die" Linda Stotch reveals she's an engineer and I think that should be addressed more often because what a drop
#like stephen???#your wife was an engineer and you still eff up?#you messed around when you had a woman in stem????#bonkers#like im picturing her degree and shit all packed away#butters finding it and saying she should hang it up because she worked so hard for it#ahhhh#butters stotch#linda helps butters with his science homework hc#bc if stephen helps like half the answers are wrong
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It's mindbending to consider the amount of time and effort that goes into something as elaborate as this.
A testament of human engineering and creativity, digital or otherwise. 🤔
#pay attention#educate yourselves#educate yourself#knowledge is power#reeducate yourself#reeducate yourselves#think about it#think for yourselves#think for yourself#do your homework#do some research#do your own research#ask yourself questions#question everything#engineering#technology#you decide#music video#amazing
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More tf2 ships lets go
Soldier x Demoman / Boots n Bombs
Starting off with a Demoman ship cause this man does not get enough love I think. These two enable each other's stupidity to an incredible degree. They're both geniuses in the art of reckless stupidity, and with their brains and hearts combined they could be making new inventions like "ultra turbo sticky-nade launcherator" and it flings them 8 miles in the air and they die instantly (but they both cheer and think it's awesome once they're revived and they do it again. Medic doesn't care, but he's getting a bit bored of piecing together the same two bodies over and over again). These two would become masters of destruction. I also can imagine them passed out on the couch on top of each other, or Soldier waking up to do drills at 4 am and Demo telling him to fuck off (Soldier can't help it, his love language is explosives and boot camp </3). I like them a lot.
Scout x Sniper / Speeding Bullet
I will admit, I am a bit of a Scout hater when it comes to ships... Actually I'm just a Scout hater in general. However, I do think the dynamic of "annoying little shit" plus "gruff weird guy" works. Scout is the type to press his partner's buttons for the funnies (although he does this with his friends as well) but given how he was in Expiration Date as well as the Cold Day In Hell comic (if I remember right), then he would be genuinely caring and considerate toward his partner's feelings. Scout would push his buttons, but an hour later he'd be splayed out on top of Sniper and rambling about his day. Sniper is more blunt and to-the-point with affection, I think. He'd bother Scout right back, of course, and he'd just as happily sit there and nod along to whatever the hell Scout is talking about. These two would stay up until 5 am together several nights in a row.
Heavy x Pyro / Bear Grill
Since it's such a rare pair, there's some debate on what the ship name actually is. "Russian Wildfire," and "Heavy Fire" are the alternatives I've seen after scouring the tags. I'd like to toss my own suggestion in with "Firing Squad," although that could probably work for other ships too. I personally really like the hc that Pyro is (maybe aro?)ace, and I think that works well with Heavy (I also hc it/they Pyro but any pronouns work for this lil guy tbh). Heavy would support his little maniac's vested interest in fiery homicide just ignore the fact that he says he's scared of them in Meet The Pyro that's not important right now, and I think Pyro would really like watching Heavy use Sasha (the muzzle flash would be really neat in Pyro Vision). Outside of battle, I can imagine Heavy taking care of his guns while Pyro talks to him and tells a (very muffled) story. Heavy would listen to it when it talks about all the wonderful things it sees during their battles, and Heavy would maybe defend it when the other mercs start talking about how terrifying it is... Maybe. They're still very concerning.
Engineer x Heavy
There is no damn posts about this. "Heavy Metal" is a slightly popular one but "More Gun" has been suggested a lot, as well as "Mechanical Literature." I personally like More Gun(s), and I honestly really like this ship, and I feel like it works really well for the same reason that they both work well with Medic--they're both relatively calm and amicable compared to the rest of the team. I feel like Engie and Heavy would be the parents of the team, telling people to go to bed before 3 am and not to explode things in the house (it doesn't work but they can try) (and Engie probably has been the source of one or two fires but not necessarily on purpose). These two would be sickly together. Engie'd be going "good morning Misha 🥰✨" and tap Heavy's shoulder until he leans down far enough to let Engie kiss him on the cheek, and Heavy would give a quiet happy hum as Engie whistles away and they make me sick. I love them so much.
I also think that Engineer would give Heavy some absolutely monstrous artillery as a gift. They absolutely enable each other's horrific acts of bloodshed. More Gun <3
Part 1 - - Part 3
#tf2#team fortress 2#boots n bombs#soldierdemo#speeding bullet#sniperscout#bear grill#heavypyro#pyroheavy#more gun#engieheavy#heavyengie#tf2 ships#tf2 soldier#tf2 demoman#tf2 pyro#tf2 engineer#tf2 heavy#tf2 scout#tf2 sniper#feel free to suggest a tf2 ship i want more things to avoid homework with#i plan on going through all the ships eventually just bc there's so much to think about with them#anyways happy technically still valentine's day as i'm posting this lmao
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holy freakshow I tototally forgot to show off my new epic fursona deisgng
bask in her glory whyis this image so large
her name is Ruth becuausde my name is awesome and it stands for ruthless unstoppable terrorizing hellspawn . She’s 16 and wants to kill you but she can’t because she has braces and it hurts to bite. She glows in da dark because she’s really cool and her favorite food is caramel apple lollipops.
#furry art#sfw furry#fursona#Jumpscare to people who follow me for tf2 (everybody) but I didn’t make any art today to share so I thought I should post this#Maybe I should make fursonas for the tf2s#spy would be a sheep with a wolf mask. Fox mask. Whatfere Mayhaps he would be a ram instead. Mayhaps#mayhaps mayhaps#whst the hell das that word even mean#scout is a hare creepy mf. Maybe with horns because spy dad. Jackalope#demo?? I’m getting flamingo for some reason. Maybe those Scottish cows.#soldier is a moose or a griffin. Yeah#heavy is bear. Obviously.#medic is wolf? Maybe one of those freaky tall wolves? Maybe bird of prey hmmmm#engineer is hornet. Maybe a beagle. Or a big cat like a mountain lion. Or a bull.#sniper??? Idk man kiwi? That’s too cute for him. Something fucked up. Like a coyote. Or an alligator. A lanky gator.#Pyroooo hmmmmmmmmmmm I think bug. Fly. Skunk. Cat. Creature. Definitely a creature. Hmmmmmmmm chimera? Pony? So many choices.#pauling is a mouse and administrator is a cougar. saxton is terrifying and bidwell is a cat. Gray man is a vulture and Olivia is a turkey#I could go off on this all day but I have homework goodbye#ruths doodles
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vale’s youngest son leading the golden child stakes. typical
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Just BoCo sketch 🫣
#Sorry for not posting anything these past few weeks#I have a lot of exams and homework and still need to finish them 💀#Edward's best friend and also Bill & Ben's godfather 😉#ttte#ttte boco#ttte humanized#thomas and friends#thomas the tank engine#ttte human au#ttte fanart#ttte art#sketalya
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Hey all you funny people!
Yeah, I see y'all liking the weird shit that I reblog. I am assuming that like 70% of you are following because of my TADC fanfiction. I just want to point out that ASKS ARE OPEN! And yes, anon is on.
You can ask me anything, it doesn't have to be about TADC, it can literally be about how my college classes are going. I can and will talk about statistical analysis if asked.
#please ask about my own fanfiction tho#If you ask me about Abstracted Identity#Please forward all of that to Galactic Knightmare#I may edit for that fic#But I'm not going to drop spoilers#I will only make vague posts that will not help you in the slightest#I can help you with your math homework#I'm an engineer for a reason#I love math
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a group of architecture students was slaughtered and this was the loot
#the architecture majors are so cool dude#with their black leathers bag portfolio things and the one million pack alcohol markers#we walk past each other in the engineering faculty and its like wow. you are nearly the antithesis of me how amazing#i overheard a couple of them in the bathroom once going uuuggghhh the prof assigned a gypsum ceiling for homework :/#and the other one cackled evilly#like wow. that’s so cool that u have ur own little world and i have mine and everyone ever has theirs#yeah anyway
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ok one person liked that post so you're all getting my in-depth puzzle analysis based off of jesse schell's metric of what makes a good puzzle, exclusively for the puzzles in ieytd1 because those are the only ones i've had the time to dissect.
First thing's first, before we talk about how well IEYTD1's puzzles have upheld the puzzle principles, we must understand what the puzzle principles are. In total, there are ten of them, some more self-explanatory than others:
Make the Goal Easily Understood (Without a hunch as to how to even begin, a player will be hard pressed to spend the time solving your puzzle)
Make It Easy to Get Started (Even if you know what your goal is in the grand scheme, if you don't know the first steps to get there, you'll be at a roadblock the second you start)
Give a Sense of Progress (Your player may be on the right track, but without knowing that for certain, there's a risk of abandoning the path forward)
Give a Sense of Solvability (A puzzle should never be obtuse to the point of being obsolete. You're here to play a game with your player, not to stump them. You both want them to have fun)
Increase Difficulty Gradually (If you throw players into the deep end too quickly, they may end up backing out. Coax them gradually, build their confidence, and show them they can do this)
Parallelism Lets the Player Rest (If a player gets stuck on one puzzle, let them work on something else for a little while... If they have other things to do, they won't hit a roadblock as quickly)
Pyramid Structure Extends Interest (What's better than a linear narrative of puzzles? One, two, or even three solutions from prior puzzles coming together to solve one big finale!)
Hints Extend Interest (If a player can't solve a puzzle, don't expect them to keep ramming their head into a brick wall. Make sure they're being steered in the right direction)
Give the Answer! (Contrary to popular belief, it's not a bad idea to allow your player to have the answer- so long as you do it properly. They function similarly to clues, and can be important. Sometimes, the player may not know they have the answer at all up until they finally need it)
Perceptual Shifts Are a Double-Edged Sword (Consider any riddle that forces you to think outside the box. Where it may be satisfying to either solve or receive the answer, you either get it, or you don't. There is no chain of reason rather than a rule you must break to see the puzzle from the correct perspective. While fun in certain contexts, it is a huge gamble for a potential player)
Right. Now with our method of judgement out of the way (with our biases leaning towards Schell, considering he was the one to create the rules our puzzles must follow), lets get onto the missions themselves, and see which ones adequately follow and embrace the rules of the principles:
Friendly Skies
Easily understood goal
Easy to get started
Sense of solvability
Hints
Friendly Skies really is a great tutorial mission, if not a rather short one. But what’s probably its best attribute is its setting, believe it or not. Not being in a plane, but being in a car. Right off the bat, it hits not only one, but two of the 10 puzzle principles: It’s easily understood, and easy to start, and the two complement one another rather nicely.
It’s highly unlikely that a player would have never set foot in a car before. It’s a familiar environment, and partnering that up with their objective (that being to steal the car without becoming a fatality), the gears begin turning in the player’s head before half a minute’s even passed. You have to steal the car. Okay. Key’s not in the ignition, so you have to find a way to turn it on. There’s only so many places you can look, and you- familiar with cars, of course- know exactly what each of those places are…
One of my favorite parts about this puzzle from a tutorial standpoint is not only the fact that it teaches the player the ideal thought process for engaging with puzzles in the series, but the actual location of the key is probably one of the last places you would be searching for one. Meaning that it’s likely the player is going to find all the clues they’re going to need later in the level before they actually progress to those sections of gameplay.
I have to say the same with the bomb manual hint- it doesn’t just allude to a future puzzle, but also to the sort of thought process that you’re going to have to use for the entire rest of the game. The game’s not just going to hand everything over to you for free. You have to really pay attention, make your own deductions, and if you don’t, you’re not always going to get the proper leeway to recover from it.
Another thing to note- on the subject of hints- is that the game goes out of their way to show you exactly what button you need to push to activate the grenade canons. What it doesn’t do is give you any way of figuring out what each of the other buttons do. In this level in particular, that’s not much of an issue, but in future missions I’ll touch on it more.
As an introductory level, Friendly Skies is pretty smooth. Of course, though, there’s one notable gripe that I don’t even think I need to mention. That being the game prohibiting you from using the knife as a screwdriver. A conscious choice on the developers’ behalf- and if the handler’s lines didn’t make that obvious, they’ve mentioned it themselves on a few occasions. They were aware players would want to use the knife as a multipurpose tool, and directly disallowed it.
While I have no confirmation on the matter, I have to assume that they did this because they wanted the player to experience the toxic gas- either to teach them to take risks, or to show them that some hazards are less immediately lethal than others. Whatever the case, though, it comes at the consequence of teaching the player something that isn’t true: that levels have one concrete ‘solution’ that the player must stick with. One of the things IEYTD is known for is their leniency with puzzles. Their speedruns and achievements encourage the player to experiment and find different methods of solving the same puzzles. So, while it’s not the worst decision in the world, I find it odd that they would choose to send such a misleading message about their gameplay mechanics in the tutorial level, of all stages. Beyond that, however, Friendly Skies is a great stage for easing new players into the gameplay, if not a bit flat in comparison to future missions.
Squeaky Clean
Sense of progress
Hints
Easily understood
Easy to get started
Sense of solvability
Difficulty of scaling
Squeaky Clean is certainly a bold jump forward from the tutorial, going from one of the shortest missions to one of the longest in the entire game. Out of all of Schell’s principles, its strongest one is the player’s sense of progress.
Nearly every time the player accomplishes something, the environment changes around them. And while it may not exactly correlate to what it is the player’s done, there’s still an innate sense of progression through the new obstacles. Broke the glass to the lab? Now you’ve got to deal with security systems. Got access to a new chemical? Better hope you can blend in, because you’ve been noticed by an operative. Even if the player isn’t certain on what their next course of action is, they still know they’ve made progress in some form or another.
I also have to say that the hints- while occasionally a little too indirect for some players- encourage thought and memorization. Especially by the means of giving the player one of the chemical reactions (the purple and green smoke bombs) before they’ve even touched anything. They can observe the compound, and if they mishandle it enough, see what the reaction is. If they cross compare it to their cheat sheets, it doesn’t take long to identify what each specific chemical is, and how to match up the ones on the periodic table to the formulas to create their own.
I will confess, though, that in many ways, Squeaky Clean is quite poorly constructed- especially for a second level. As aforementioned, the jump from Friendly Skies to here is quite immense; to the point where even spawning into the level might give the player some whiplash.
Squeaky Clean is neither easy to understand, nor easy to start, as opposed to its predecessor. Of course, no matter how well the player performed in high school chemistry, they’re not even going to know where to begin disarming a chemical bioweapon. It isn’t always bad game design for a player not to know how to solve a problem presented (more often than not, figuring that out is what the puzzle is supposed to be). But in a circumstance like this one, it can quickly become rather overwhelming.
What’s more, the player has gone from a closed off car with all the tools at their disposal, to a packed laboratory that’s completely unfamiliar to them. Even if, hypothetically, they were aware of how to make an antivirus, with so many new tools introduced at once, it’s hard to know which ones are relevant. Will they need to freeze chemicals? Will they need to burn them? How would they know which chemicals are safe to burn? Are there any other tools they need to uncover before they start? And what does that red button do? It’s good to get your player asking questions, but less so when they’re asking them all at once.
By far what has to be the biggest hurdle in this mission is its difficulty scaling. Both in regards to the level itself, and its position as the second level in the game. The lead up to the final puzzle is slow, cautious, methodical- and it has to be when you’re working with chemicals you haven’t even heard of before. But the climax of the mission throws all of that out the window when it introduces the player’s first timed puzzle.
There are many issues with this. There’s no build up to prepare the player for an encounter of that nature. On a first playthrough, there’s zero indication you’ll be remaking (or that you should be premaking) chemicals that you’ve already made until the timer’s already begun. And even beyond that, time trials introduce frantic behavior, which a level such as this one doesn’t benefit from.
The player, in their haste to complete the objective, may accidentally put the wrong combination of chemicals into the mixer and blow themself up. They may create the wrong chemical compound, making a canister they don’t actually need. They may properly make the chemicals, but may destroy the vial on their way to use it. Not to mention, since you’re several stories in the air, if you accidentally drop it with that new telekinesis mechanic you’re getting used to, you’re not getting that thing back. And worst part of all, it’s at the very end of a mission. If you die- for whatever reason- it’s back to the very start. As great as it feels to actually succeed at the mission, players may never get that satisfaction if they build up too much tension from the trial and error. Even if- to a particular extent- trial and error is what the series is known for, it’s different when you know what to do, but circumstances beyond your control make that objective more difficult.
Deep Dive
Parallelism
Hints
Answer
Easily understood
Difficulty scaling
Deep Dive is notorious for being a cramped and uncompromising level, and those with claustrophobia tend not to rate it very highly. However, in regards to its puzzles, there are a variety of things it does very well.
One of the highlights of this level in regards to the puzzle principles is its use of parallelism- and it’s the first puzzle in the game to actually employ it. Though it’s only relevant for about the first quarter-to-half of the mission (depending on how quickly you can make it through everything else), the player is given free reign to handle a myriad of small tasks, complete with a checklist so they’re not left in the dark on what’s left to do. Much like the act of finding the key in Friendly Skies, this also acts to introduce the player to the shape and feel of the level, and the resources held within.
This is also one of the earliest examples of the player receiving an answer to a puzzle- granted, it’s in a roundabout way of needing to piece it together themself. While the grenade hint is far more ambiguous, relying on resourcefulness and not moving too hastily, the self-destruct code serves to test the player’s competency under pressure. Despite presenting the player with the answer, the puzzle itself isn’t made much easier.
Though speaking of competency under pressure, it’s what the entire level is known for. And despite that being the theme for that particular mission as a whole, it doesn’t change the fact that its difficulty scaling is less than desirable. Ironically enough, it suffers the exact opposite issue that Squeaky Clean did. Whereas the previous mission was slow and steady up until the last possible moment, Deep Dive keeps a brutal tempo pretty much all the way through, with no chance to breathe until the mission’s over.
The game takes some initiative to alleviate the actual input the player needs to do (for instance, implying that the player specifically needs a pin to neutralize Zor’s grenade, thereby making the fire extinguisher unlocked and primed by the time it needs to be used), but- same as the last level- it can very easily lead to trial and error as the player hacks away at each individual malfunction, having reacted too slowly to understand what to do in the time they were provided. The challenge of the mission comes from being quick on your feet, but there’s only so many things a player can keep in their head all at once.
Also, while it’s not necessarily the biggest issue to be found in the stage, I find myself fascinated with the way that it’s presented in the introductory briefing. Certainly it was meant to tie back in with the motif of unexpected change of plans, but it’s the first time a mission briefing doesn’t at all aid with the puzzle the player will be facing. The escape pods are mentioned by your handler, true, but very briefly, and with nothing good to say about them. So when the player enters the mission only to find themself exactly where they were told not to be, chances are they’re already at a loss as to how to handle the situation. To reference a specific principle on the list, players’ ease of understanding is likely to be low.
Thankfully, the game does a good job at combating this potential paralysis spot by specifically giving the player a list of tasks to complete. And while this helps, the player is doing them because they have no other plan of attack, instead of in accordance to (or in spite of) a potential strategy. I would even argue that the wording of the briefing could have made the onboarding a little easier to understand. Say, if the player was warned that the escape pods are often tampered with, or that one wrong course of action could lead to a mouthful of saltwater. It still communicates the same feeling of dread, but now the player has things to look out for. I should make sure there aren’t any traps in here. I need to make sure I’m ready for any leaks. Instead, the player is left at the bottom of the ocean with the pre-instilled knowledge that they’re going to die any second. And while that’s probably true, it doesn’t make puzzle solving (or puzzle identifying) any more intuitive.
Winter Break
Sense of progress
Parallelism
Pyramid structure
Hints
In regards to well crafted and engaging levels, Winter Break just about knocks it out of the park. Ironically enough for being just about halfway in the game, it’s probably one of the most methodical levels sans the tutorial itself. But that doesn’t mean that it isn’t still exciting, or any less well constructed than the others. Quite the opposite, in fact.
Similar to Deep Dive, Winter Break has a heavy emphasis on parallelism. However, unlike the previous level, the amount of tasks that the player is able to complete at one time is vastly increased. This greatly helps with the pacing of the level; the more things the player is able to do at any given time, the less likely it is they’ll be sitting around, butting their head against one specific thing.
This specific puzzle format also introduces an elusive principle yet to be discussed: pyramid structure. The climax of the mission can only be unveiled once the player has found the security chip, and the Zoraxis orb, a process comprising of four separate puzzles the player can tackle at their leisure. Though a casual player may not even realize the leeway they’re given, there’s a greater sense of reward that comes from all of their actions leading to one high stakes encounter.
The hints in this level come in a wide variety, from diagrams on sheets of paper, to clues hidden within picture frames, to secrets unveiled through the classic art of bookshelf scouring. An important thing to note though, beyond the ways in which the hints are given to the player, is the order. More specifically, all hints that focus around the final objective are locked in the same location as those two key items. Even if the player doesn’t understand their importance initially, by the time they actually need to put that knowledge to use, they’ve already primed their minds with the information they need.
The ebb and flow of the difficulty is to be greatly admired as well. Working in tandem with the parallel puzzle solving, it keeps the player at a comfortable pace the whole time, riding the line between peaceful downtime and engaging action moments. Winter Break’s traps are also noticeably more readable than some of the prior missions’.
The bear archer’s method of attacking leaves plenty of room for the player to identify the hazard and react accordingly, and in regards to the final act’s lasers, the player is given ample time to study their speed and direction before it becomes an immediate threat. Not to mention the lasers only activate upon destabilizing the first crystal, ensuring the player knows what’s expected of them before the situation gets dicey. Even the deer gas feels more like a puzzle to solve than a hazard to evade, seeing as a player would only recognize it as a key to a lock after a thorough examination of its diagram.
Overall, Winter Break manages to be cohesive, readable, engaging, and exciting, without sacrificing player experience in the same way some prior levels did. As it stands, it’s probably one of- if not the best constructed level in the entire first game.
First Class
Difficulty scaling
Easily understood
Answer
Hints
Sense of solvability
First Class was Schell’s first level post IEYTD1’s official release, and the team intended to go in a far more experimental direction than their previous missions. Though they accomplished the task on numerous levels, their puzzle implementation was equally as unusual, and not always in the best of ways.
If there’s anything the mission can be commended on, it’s the difficulty scaling. By this point in the game, players are well equipped to handle most threats that come their way. While the mission doesn’t pull any punches, it has a pretty comfortable flow, working its way up from slow and experimental deduction to pushing the limits of the player’s reaction times. While a surprising number of the puzzles in this stage have lethal consequences for failure, most of them still remain feasible and fair.
… Except for the birthday puzzle, anyways. It’s potentially the weakest puzzle in the entire series, all due to its surprising complexity. The game asks the player to keep track of three variables- the day of the week, the date of the month, and the number of the month itself. On top of that, they’re given nothing to help them keep track of the information they’re given. There’s no method of writing it down, and with a headset strapped to their face, counting on their fingers isn’t even an option at their disposal. The player only has three attempts to punch in the number correctly. And what’s worse, there’s no indication on whether the date needs to be arranged month-to-day, or vice versa.
It has the potential to be quite the frustrating roadblock, and certainly puts the game’s sense of solvability into question. The variety of feedback the player receives is far too slim for all the tasks they’re expected to perform. Even if the panels behind the numbers lit up for each unsuccessful attempt (yellow, perhaps, for a correct number in the wrong spot, and green for a correct guess) would at least take some strain off of the player’s shoulders. But by the time it takes to return to the puzzle, should the player have failed it before, they may have forgotten what combinations they previously tried.
This mission is also one of the slim few examples of an answer being presented in a way that isn’t exactly intuitive. Though phrased in a way that would imply it a clue, when the handler contacts you over intercom, he straight up gives you your first objective. Find clues to light up certain buttons in the panel on the wall. Seems simple enough on the face of it. But its usefulness as an answer can only get the player so far, if only because of one specific reason: it’s a spoken answer.
In a perfect world, a player may find and open all four panels as soon as possible at their handler’s request. But what’s most likely the case is that a player will be quick to enter the most obvious code- the one etched into the phone casing, before promptly forgetting about the instructions all together. Which poses a significant issue as far as the defector’s request is concerned. At best, it takes stumbling into a new hint for the wall for the player to recall the buttons’ existence. At worst, they may tear the entire train car apart, seeking for the clue that they don’t even know they’re missing.
We must also take the opposite into consideration- what if the player is too obedient to the handler’s command. After all, he specifies four total doors… But two of the four possible hints could have been literally flung out the window by the player, with no indication of it being a bad course of action. It’s a strange case of revealing a little more than necessary- even for the standards of the answer- and the player may end up relying upon the advice, even to their own detriment.
There’s also the context of the mission itself to touch upon, and the ease of understanding (or lack thereof) that comes with it. In a way, it’s similar to Deep Dive’s briefing; the context you’re given contrasts with the actual scenario at hand. While it becomes obvious rather quickly that you’re not on vacation, and while it doesn’t take too long for your handler to explain what he’d like you to do, halfway through the mission you end up… completing the objective. The remainder of the level is a gauntlet of Zoraxis operatives (and one spear wielding man), steadily ramping up in intensity.
Though it’s not exactly a detriment to the level, there’s a heavy sense of sporadicness throughout the latter half of it. It feels less as though you’re playing the level, and more as if you’re outlasting it. It proves a fun challenge, though there leaves a strange sort of “Now what?” feeling in between obstacles that can make the pacing feel a little stilted. While it can be exhilarating to perfect after a bit of practice, an initial playthrough takes a bit of bobbing and weaving through the occasional pocket of confusion.
Seat of Power
Sense of progress
Hints
Difficulty scaling
For as late as it appears in the game, Seat of Power is one of the quicker missions the game has to offer, when it comes to repeated attempts. This doesn’t make it easy by any means- quite the contrary, most of the speed of a second playthrough comes from a thorough understanding of the mission’s mechanics.
The mission’s strongest puzzle principle would have to be its sense of progress. While future IEYTD titles would really push the boundaries of evolving setpieces, Seat of Power was a pretty good starting point. The world around you is snappily responsive to your meddling, and the further you probe at Zor’s head controls, more tools and mechanics reveal themselves to you.
And that isn’t even mentioning the way that the level’s NPCs react to your actions. While they serve as lethal puzzles in their own right, they also convey that the player is doing something right (or if not exactly right, then on the right track).
In many ways, this particular mission has some excellent hints. Between learning about Professor X-Ray, to being steered towards the conclusion that there’s one placard too many for the number of seats at the table, the reveal of the goggles sparks a sense of excitement as the pieces click together. Even if the player stumbles across the solution, the recollection of the hints gives them the same feeling of satisfaction, despite the fact that a puzzle wasn’t exactly ‘solved’, per say.
However, in other ways, the hint system in Seat of Power is deeply flawed. The control panel you unveil rather early on in the level is a great example of this.
In order to solve the second wave of puzzles, the player is expected to experiment with the buttons at their disposal. While experimentation is hardly foreign to the series by this point, hidden within the control panel is one button that kills the player instantly, unless certain conditions are met. And what's more, there’s nothing in the level that would even vaguely point the player to that conclusion.
It’s made even more frustrating by the fact that the tools you need to avoid that death can only be found if you push the button to the right of it. I Expect You To Die was originally an English exclusive title. With that audience in mind, it seems rather obvious that players who would read text from left to right would also push buttons in the same order. For how much care the game seems to take to warn the players of the threats around them, this one being so haphazardly strewn in feels almost like an intentional kill.
Unlabeled buttons- if you can recall- had a similar presence in Friendly Skies. However, at least in that mission, buttons the player needed to know about were labeled, and optional buttons were left undisclosed. It would have been quite easy for the same premise to apply here, with the button that unlocks the gas mask being referenced in some sort of note floating about the office, or some text scratched on the side of the button panel, with the poison gas button left the same. Or vice versa, where the trap was clearly labeled, but the resource to defend oneself against it was up to the player to decide.
In a level that hinges on the player pushing all the buttons at their disposal, it seems suboptimal to ‘train’ them into being wary of doing exactly what they’ve been asked to do. Oh, I probably shouldn’t push buttons when I don’t know what they do, the player might think. Which, while very true, doesn’t help much when they’re left with little other choice.
Of course, I don’t believe I can talk about Seat of Power without referencing the Madrid puzzle, either. While your handler states very bluntly in your briefing that you’re going to Madrid, expecting your player to hold onto key information for a level they haven’t even entered yet is quite a tall ask for any player. But even beyond that, the developers admitted that no one listens to the handler anyways.
To aid with this, they attempted to sprinkle in some Spanish themes in the set dressing to better set the tone. While this certainly helps to a certain extent, the people who it helps are those who can identify the culture they’re being presented with. In that regard, the puzzle becomes more akin to a trivia game, or a riddle, where a player needs context derived from outside of the experience in order to solve it. Generally not a very good practice in escape rooms, both in the real world, as well as virtual ones.
However, the other- perhaps far more pressing complication with the Madrid puzzle is assuming that the average person knows where Madrid is on a map. For the geographically uninclined, this is a very bold assumption to make. Thankfully, it’s not a mistake they repeat in their future installments.
Seat of Power is generally a very engaging level, once one can finally wrap their minds around the little quirks about it. It has a unique pacing system, and finally introduces the player to the concept of an overarching plot. It’s just that some of its decisions on puzzle mechanics seem a little half baked- especially this late into the game.
Death Engine
Easy to get started
Sense of progress
Hints
Answers
Easily understood
Death Engine was originally set to be the game’s final send off, and as a result, the developers didn’t want to pull any punches. It was players' final trial, and they would have to put all the skills they learned in their prior missions to the test. As a result, this particular mission throws threats at the player almost as quickly as it possibly can. But that doesn’t mean that the difficulty scaling is completely unfair. It scales at a rate proportional to most of the other missions; it simply starts a few degrees higher.
Deaths in Death Engine normally come quickly. There’s little room for the player to revert any errors that they make. The agent can’t just shake off an electrocution, or being bathed in radioactive waste. However, the very first threat they encounter (a setpiece threat, rather than something caused by the player’s actions) gives the player enough time to process what the issue is, and to react accordingly. It’s the most lenient hazard in the entire mission, but still sets the tone for the level going forward: dangers will be quick and uncompromising, and going forward, a lot more unforgiving.
Death Engine also waits until the player is well accustomed to their location and the tools at their disposal before they throw the next, far more lethal timed encounter at the player, in the form of Solaris’ direct radioactive assault. Though they also have the decency to warn the player ahead of time with vocal cues. Though the puzzles are meant to test the full extent of what the player’s learned, it doesn’t feel as though the game is throwing impossible odds at them.
Though, what may seem impossible to the player is the mechanisms of their space shuttle. At a passing glance, it seems incredibly overwhelming to have all of these tools at their disposal. However, the mission actually tackles the easy to start principle in a pretty ingenious way- one that Schell would take with them into their future installments.
Yes, the player has several dials and buttons and resources at their disposal, but after the laser’s backlash ripples through your shuttle, only some of them are actually functional. While this seems to only introduce problems to the player, it actually does them a great service:
The player can only engage with one to two portions of the ship at a time- typically just one, as far as a first playthrough is concerned. True, the shuttle has a rather extensive list of information about all of its components and how they operate (a rather useful aid, and quite a good example of the answers principle coming into play again). But the hands-on experience of swapping power and seeing what new tools are unlocked is a far more effective method of communicating the rules of the stage to the player.
This use of fuse swapping also serves as another principle, in a roundabout sort of way. It communicates steady progression with each ‘fuse-specific’ puzzle solved. The gravity adjusting puzzle feels rewarding to complete in its own right, but there’s an extra sense of satisfaction that comes from ripping the fuse out of that section of the fusebox. I’m done with that, the player thinks to themself, onto something else, now.
Even Solaris aids in the player’s sense of progression to an extent, hurtling canisters of radioactive waste at them only after they’ve made a significant amount of progress. While it’s jarring to be given a new obstacle to face, a villain turning from cocky to antsy is just about the clearest tell there is that the player is making a good amount of progress. Not to mention the entire encounter turns into a (admittedly incredibly lethal) tutorial on how to actually use the shuttle’s external arm- something that will be critical to actually finishing the level.
Death Engine was meant to serve as the player’s final hurdle; the ultimatum of their career as a field operative. While it’s by no means a cake walk on a first playthrough, its puzzles remain understandable and fair. While it’s unlikely the player will make it through the level completely unscathed, the difficulty doesn’t rest at a point where it overrides the sense of satisfaction they feel by the end of the mission, as well as the end of the entire game as a whole. For a grand finale, Death Engine serves its purpose rather expertly, setting the standard for the series’ subsequent final acts.
#ieytd#wizard studies#LONG POST#LONG POST OKAY!!!! LONG POST?? FREAKISHLY LONG POST. YOU'VE BEEN WARNED DON'T BLAME ME.#i have a lot to say about the puzzles in ieytd....#missing some of the principles isn't exclusively a bad thing... like. death engine is NOT easy to understand but.#its meant to be the player's last stand... so it doesn't feel out of place for it to be complicated at first glance#you understand. you get me.#my puzzle principles....#i'm doing this to procrastinate on my homework but technically this is also helping me with my homeworl
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Other kids do their homework with ChatGPT to avoid studying
Andrea Kimi Antonelli puts his F1 car on pole so the Mercedes engineers will do them in his place
They're not the same
#my ponderings#sports#formula 1#miami grand prix 2025#andrea kimi antonelli#for legal reasons this is a joke#inspired by the joint Ollie/Kimi Bahrain ESPN interview where Kimi said he's leaving his maths homework to the engineers
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brainrot so bad ive thumbnailed a nine page comic of a silly warrior cats au thing
#in my defense...#i have like two comics planned and i need to actually figure out how to do comics#anyways...#life on mars#im not doing all the fucking tags#i have four engineering papers to do by tuesday#a physics homework and a maths homework and a write up on experimental procedure to do#and here i am drawing#owen rambles
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1892 bipolar Edison fan
What an artifact! The fan is not powered by the mains, but by direct current. And the current is obtained in a system of several inductor coils with a closed magnetic core. The fan screw is supposed to rotate EVERYTHING, and the regulation is set with a golden lever.
It's a neat design, just brilliant! 🤔
#pay attention#educate yourselves#educate yourself#knowledge is power#reeducate yourself#reeducate yourselves#think about it#think for yourselves#think for yourself#do your homework#do some research#do your own research#ask yourself questions#question everything#fan#nikola tesla#tesla#engineering
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I've been really into Team Fortress Two lately, and seeing as I cannot get the Actual Fic Writing to go, I wanted to do a little character analysis thing as a silly, so here's my favorite tf2 pairings and how i think they'd act:
Soldier x Spy / Freedom Fries
This ship is utter chaos and honestly I love it. There's a lot of light, passive-aggressive bullying (from Spy) and a lot more heavy, just plain aggressive bullying (from Soldier) and they may seem like they want to kill each other at points. However, neither one of the two will hesistate to mow down anyone who threatens the other.
Spy is stuffy with how he shows affection, especially when there's witnesses. Maybe he moves past him a little too closely and brushes his hand on Soldier's arm as he does. Maybe he hides a small smile as he rolls his eyes at what idiotic thing his partner says. Maybe he doesn't immediately call Soldier stupid to his face when he really really wants to, because he's trying so hard. These quiet attempts at passive affection are ruined by Soldier being the antithesis of subtle, in every way imaginable.
Going off of how Soldier is with Zhanna in the comics, I wouldn't say Soldier is the most verbally affectionate person, but his constant antics and comments and death-defying combat skills would certainly help to pry Spy out of his shell just a little bit. I also think that Spy would teach him how to do a few openings on his butterfly knife. Soldier would get the quickdraw down, and possibly the basic opening. Jury's out on anything more complex than that.
Engineer x Medic / Science Party
Evil mad scientist x Morally questionable tech genius. There is no universe where this ship is bad. Well... it can end badly for other people if their forces combine, but that's how it is.
Long, coffee-filled nights in the lab, each one taking turns to listen to their partner's incomprehensible speeches full of science jargon. They nod, half understanding as the other points to different blueprints or medical diagrams, explaining concepts far beyond their own paygrade, and only mostly hold themselves back from interjecting about their own project that would go wonderfully with this one.
The night Engineer finally starts crashing from exhaustion he goes down to where Medic is in the lab and asks when he's coming to bed. Medic, being Medic, says some shit like "Oh no I don't sleep, I removed that part of my hypothalimus years ago."
Engineer says "Alright darlin', see you tomorrow," before kissing him on the head, going to bed, and not worrying about what a hypothalimus is nor how Medic is even still alive at this point.
Does Engineer somehow dodge Medic's request to be some sor tof test subject? Maybe, but there's the even higher possibility that Medic was requested to assist with Engineer's mechanical hand.
Heavy x Medic / Red Oktoberfest
What is there to say that hasn't been said already, by authors far better than i?
Evil mad scientist x All-too-willing test subject that could also crush this scientist like a bug if he chose (but he doesn't. He doesn't, because he loves this doctor). No notes, 10/10, moving on.
Sniper x Spy / Bloody Suit
Also called Spyper, which is the best ship name ever made imo.
Same Spy characterization as before, but instead of the extreme of Soldier it's the general curmudgeony attitude of Sniper. There's also a lot of bullying in this one, probably more than there is with Freedom Fries because Sniper is also not passive aggresive, he just likes to pick on Spy to get a rise out of him, and Spy likes to pick on Sniper to get a rise out of him, and so on and so forth until something is broken and they're either aggresively arguing or aggresively making out. Who's to say.
There's so many possible ships and honestly? I haven't seen a single one I could automatically dismiss (other than Scout/Spy, but Scout & Spy as a familial relationship is good). I wanna do more of these as I find more ships I like, obviously I didn't even mention anything with Demo, Pyro, or Scout, and I barely mentioned Heavy, but what can I say I'm biased <3
Part 2
#character analysis#headcanons#team fortress 2#tf2#sniperspy#engimedic#soldierspy#tf2 spy#tf2 soldier#tf2 sniper#tf2 engineer#tf2 medic#long post#feel free to suggest a tf2 ship i want more things to avoid homework with
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