So a more natural way of doing it. That's a better idea. Do you know how you will achieve that?Yeah for most puzzles I already have stuff like that implemented. It's just a matter of refining everything.
The Witness is a well crafted game. I shook my head at people claiming it was too hard without playing it right. Some people really do need on screen prompts to tell them what to do like "this puzzle contains a rule that you don't know yet, to solve this puzzle visit the castle to learn the new rule". The game was a masterclass in level design that required you to explore the whole island and learn rules gradually and revisit areas once you've learnt the rule or multiple rules needed to solve puzzle.
I thought it was frustrating with The Witness how many people thought it was nothing but line puzzles and shrugged it off. The 3D world added so much to the game and was pivotal to much of my enjoyment.