Minor thought on puzzle design
Spoilers for the final puzzle in Blackwell Epiphany.
We go straight into it in the next line.
In the Blackwell series (again) you save ghosts by pulling them inside of Rosa and then helping them over to the afterlife. This is done by using Joey’s tie on them when they become aware. This is the only time you can get inside Rosa’s headspace. Any time you try to use the tie on Rosa, Joey will comment on how he can’t do that and it’s not a valid interaction. 5 games of this and you get the hint that you can’t go into Rosa’s headspace unless you’ve pulled a ghost in there.
Skip to the final final boss and you need to trap it inside a magic circle. You do it on the floor below and they just cancel it and teleport back up. The street outside is also too close and you need to go further away. The street is the furthest place and you can’t go to any other areas. This is the one time you can use the tie on Rosa to get in her head and make the circle there.
This didn’t even cross my mind as a possibility to this puzzle as I’d known it wasn’t somewhere I could go through my actions. Puzzles can be mildly obstuse but don’t tell the player they can’t do something and expect them to get that the rules have changed at some point and use that as your big finale.










