 In designing puzzles , Barth wanted to keep puzzles open @-@ ended , allowing the player to come to a solution without funneling them in a specific direction . The team designed puzzles based on general chemistry concepts without envisioning the specific solution that the player would take . They brainstormed a number of puzzles and then eliminated those with similar solutions , and arranged the others into a reasonable learning curve for the game . Despite this , Barth reflected that the tutorials provided to explain the game 's mechanics had mixed responses , from some players who took up the concept easily to others that remained baffled as to the puzzle 's goal even when instructions were set out step by step . In some cases , Barth discovered that players made assumptions on limitations of the game from these tutorials such as the idea that the red and blue waldos must remain in the separate halves of the screen . Based on the feedback that players had made on sites that hosted his previous Flash @-@ based games , Barth designed the global @-@ based <unk> to allow players to check their solution without feeling overwhelmed by the top players as would be normally listed on a leaderboard . He also devised the means of sharing solutions through YouTube videos due to similar comments and discussions on the previous games . 
