Is difficulty of implementation really a reliable indicator for the complexity in players understanding the mechanic?
Jonathan Blow did a talk[1] at GDC a few years ago about implementing the time rewind mechanic in his game, Braid. It ended up being a pretty complex system that required a lot of ingenuity to come up with a design and implement it, but the end result is pretty straightforward and easy to understand for players.
Jonathan Blow did a talk[1] at GDC a few years ago about implementing the time rewind mechanic in his game, Braid. It ended up being a pretty complex system that required a lot of ingenuity to come up with a design and implement it, but the end result is pretty straightforward and easy to understand for players.
[1] https://youtu.be/8dinUbg2h70