Playing Terra Nil right now, and it's funny because from the promo stuff I thought I wouldn't like it much, yet I'm enjoying myself a lot. There's definitely a game design lesson to be leaned here.
I was absolutely correct in my assessment that the game feels like it's actively trying to make suspension of disbelief as hard as possible with its completely ridiculous mechanics that make absolutely zero sense. "That's... Not how that works at all!" Is basically playing on repeat in my brain.
Furthermore, the entire technosolutionist tenor of the game rubs me very much the wrong way. This compounds with the physics- and biology-defying (or perhaps -spiting) fictional layer in cases like the convenient magical radiation-absorbing buildings so that you can reverse radiation contamination with a few simple clicks to be extremely bad politics actually...
But... The mechanics do work together quite well to make interesting puzzles with good gameplay that includes satisfying variety and challenges. The art is wonderful, and the music and audio design are spot on. The the result of each level is immensely satisfying, and the pacing is excellent.
I guess the lesson I'm taking away from this is that really solid fundamentals can triumph over an absolute cacophony of ludonarrative dissonance. That doesn't mean that in every decision between ludonarrative harmony (or just straight up believability) and neat mechanics you should compromise towards mechanics, but it reinforces the idea that if you make the mechanics enjoyable in the abstract, players (or at least, players like me) will be willing to compromise a *lot* on whether it actually makes any sense for things to work that way.
I'm still bothered by the "use technology to fix everything" politics, which prevents this game from being one I'll enthusiastically recommend, but despite myself I am having a lot of fun with it.
#GameDesign #SolarPunk