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Thanks for the kind words!

We wanted to give the player complete control over the order in which the story pieces unravel.

We did keep the part where things go wrong behind more difficult puzzles, both because we wanted to encourage players to try and face simpler ones and unravel other pieces first and because accessing these memories should be more difficult for the in-game character, mentally.

I am curious though, would you do it so that you have to unlock at least one puzzle before moving to the next folder?

Maybe... that some puzzles require a specific amount of solved puzzles before the player may see them?

I do find it kind of overly restrictive but this could have a positive affect on the player's perception of the narrative.

(+1)

I think some puzzles require a specific amount of solved puzzles is a very nice idea. That can probably be one of the hardest levels in the game, so players are prepared for that. It would be a good storytelling device that hides the final revelation too. Think of how Return of the Obra dinn hides the final and most important part of the story behind a 100% clear (I am not going to spoil it in case you haven't played it, you should though :) ), and that makes the game super satisfying.