To preface this feedback, I'm not trying to antagonize anyone involved in the creation or placement of puzzles in quests. I'd like to discuss their role in them overall, and how they've affected my experience as a whole, and if there's anything others have to say about them.
Puzzles often do not add to the experience/actively detract from the story being told.
Quests have trended towards a more intense narrative, breathing more life into the story of Monumenta and it's amazing to see it unfold. That being said, a large majority of players do not engage with puzzles or actively dislike doing puzzles.
I am personally fine with puzzles in quests, but picture this:
- Quest hooks you with a compelling story
- Climactic event is about to occur/you become invested in what's happening
- Encounter a puzzle that does not have a fixed solution, and also requires the average player ages to solve without external assistance.
It's gotten worse in regards to placement of puzzles too, for example AUC ||having a difficult puzzle placed right at the start, where player interest begins to increase||, and other progression quests having a difficult or strange puzzle locking you in for half an hour or more. This ended up breaking the momentum of "I want to find out what happens next in the story" and for me it turns into "Oh god another puzzle why"
It's fine the first few times I do quests and find puzzles, but when there's one in every single modern quest it starts to get insanely tiring, especially in between exposition segments. If there has to be a puzzle involved, I suggest to tie it in to the quest somehow.
For example, if in a quest there's a machine that's broken for example, have a circuit to fix to repair the machine, instead of co-opting an archaic puzzle from a website meant to cater to die-hard puzzle fans. This would help increase the player immersion a little in my opinion.
Puzzles in the mainline shouldn't be that difficult, or should have a good reason to be
Maybe this is a hot take, but for players progressing through the story, you want them to experience the game's story, and you want them to see what Monumenta has to offer. What you don't want them to see is the obtuse puzzle that you have to look for a wiki entry to solve.
I can't speak from experience, but considering just how much QOL is locked behind puzzle-heavy content like the Tesseract puzzles, and just how many are placed along the mainline in total, the average player won't look forward to them unless they're narrative masterpieces like AUC/ASIC and are willing to put up with the puzzles' difficulty.
Puzzles being hard is fine, provided they respect the previous point above and either:
- Interact narratively with what's going on, in the puzzle's thematics or directly as an objective
- Add something interesting beyond the value the puzzle itself brings. For instance, instead of borrowing from existing puzzles like Sudoku etc., have more interactive segments that still require thinking to solve, but are styled more like minigames than niche puzzles. Minigames are generally more incorporative of what you could make within a game, and developers could make much more interesting encounters that way. If someone wanted to do puzzles, they could pull up whatever websites they wished instead of them being littered along the mainline.
In regards to difficulty, it's also about respecting the players' time that they spend on unlocking content/items through these quests. A lot of the excitement of progression is sullied by the sheer volume of puzzles along the mainline, and many progressing players that I know are dreading progressing through the game.
I'm not suggesting a total rework to quests anytime soon, but perhaps a consideration for if a puzzle would add/detract from the experience of playing the quest.

