I think it's a weird issue with making the mechanics more "complicated". They keep narrowing the solution for mechanics (think Rubi EX circles). But the problem here is, the narrower the possible solution, the more predictable they have to make it. If the room is going to be blasted except for this one tiny chessboard square, you also need to make the solution recognizable fast enough that players can solve it in time. So you design your mechanics in such a way they have easy shortcuts to their solutions, and you end up with mechanics that *look* spectacular and barf a lot of information at you, but in the end it has 3 variations so you just stand here here or here.