>>1104408
I assume you mean the light puzzle? Because that's kind of the perfect example of what I was talking about. It's not that they're bad design decisions, it's that they're just...not how they should be.
It's supposed to be a quick, simple break from the action where you solve a little puzzle, get a reward, lower your heart rate, and then move on to another fight. But for some reason, the mirrors have 24 points of articulation? And only turn in one direction, so if you go one degree too far, you have to spam the button to spin 180. And then the ball bounces around randomly and occasionally goes in the hole by itself, invalidating the whole puzzle.
Games have done light puzzles before, we know how you do them. The mirrors only need to spin 45 degrees. It's a design that turns what should be something quick and easy into a miserable, broken slog.
And Al-Hibdae is full of moments like this; where things just don't work how they should. The stealth section, the Kraken fight, various smaller items. I'll add in the Chasm Nightmare World section too, because that's so egregiously bad that I genuinely think it needs to be fixed yesterday. But it's just a bunch of small stuff that should work on paper, it's just not executed correctly.
>>1104510
The stealth section is another great example, but it gets a little better once I understood how stealth in Onirism actually worked. But again, it doesn't work how it 'should,' even if Onirism isn't a stealth game.