In contrast, Carlsen wanted to avoid making the puzzle so complex with many separate parts that the player would resort to trial-and-error and eventually come out with the solution without thinking about why the solution worked; Carlsen used an example of a puzzle from the 2008 Prince of Persia game that had seven different mechanics that he never bothered to figure out himself.
Sa druge strane Karlsen je hteo da izbegne previše teške zagonetke sa više odvojenih delova koje bi od igrača zahtevale da pokuša toliko puta da bi na kraju dobio rešenje ne znajući zašto je baš to rešenje radilo; Carlsen je iskoristo primer zagonetke u 2008 Princ of Persija koja je imala 7 različitih delova koje se nikad nije trudio da shvati sam.