Finally finished the demo so I can comment on some stuff.
First things first there wasn't really a single actual "puzzle". I don't really consider "match the related symbol you find in the enviroment in their implied order as found" a puzzle. Have you ever worked a low level goverment job where they explain certain political concepts to you? Stuff like "what is a voting district" And then theres descriptions on the right and then the name of the thing being described on the left for example? And you basically have to match the description to the concept, based on some training video up on the projector screen?
Yeah if you know what Im talking about, thats the effective equivalent of the "puzzles" in this game. And nobody would consider what I just described, a puzzle in real life. So its no more a puzzle in a game.
My only cope and hope for this, is that, its just a tutorial level that youre not going to be exploring much anyway once youre done, so dont make it too interesting. I especially have to cope, because again there way way more combat than any problem solving, traversal or navigation.
So, to talk about combat...I think there are some nice ideas. But I've got a couple problems.
First of all, enemies deal too little damage I think. Theres no such thing as "objective" difficulty, if youre not too stupid to be unable to think beyond yourself, what one person struggles with, another might breeze through. But theres actually another layer to "difficulty". Some people may take longer to beat something in a game, because they play in a particular risky or callous way, deliberately trying to use as few mechanics as possible (or to use more of the demanding mechanics over the simpler ones).