One basic puzzle might look like this:
Easy stuff, but my pholosophy is, the easier You can drag the player into the game, the better, and I am all for seamless transition while providing actual gameplay.
"Press A to jump" for no purpose has...no purpose, so we put the learning phase right there into the gameplay from second one.
At the same time, Ed came up with a brilliant idea how to trace the layouts in our "DyEd" editor, to create them quickly and easily and be able to make changes without pain.
Fun times ahead.