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title: Danse Macabre | daily.dev
description: Simplicity, not complexity, makes the best puzzles and illusions, the author argues, using Jonathan Creek's 'Danse Macabre' episode as the prime example. A...
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# Danse Macabre

**[dbushell](https://daily.dev/sources/dbushell)** · 9 min read · 1 upvotes · 0 comments

## Summary

Simplicity, not complexity, makes the best puzzles and illusions, the author argues, using Jonathan Creek's 'Danse Macabre' episode as the prime example. A matchbox trick only baffles when the problem space is narrow enough to leave no room for assumptions. The locked-room episode traps a murderer inside a garage with no exit, forcing viewers to question a hidden variable rather than add complexity. The same idea applies to puzzle games like Baba Is You, where tightening a single rule between 'Floaty Platforms' and 'Floatiest Platforms' creates an entirely different, harder solution. Exceptions like Return of the Obra Dinn and Blue Prince work because progress stays clearly defined, even though they require a lot of recalled information.

## Full article

daily.dev links to this article rather than hosting it. Read it at the original source: <https://dbushell.com/2026/10/28/danse-macabre>

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---

Tags: [#game-design](https://daily.dev/tags/game-design)

[View this post on daily.dev](https://daily.dev/posts/danse-macabre-4hbzcfmzz)

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