Might be wrong, but I think in Cities Skylines all you're doing is zoning the city, and it's up to the people to build houses and live (or have their house burn down)
kuberoot
Not when taken to such an extreme so as to obfuscate the meaning and behavior of code, and make it difficult to understand how you would arrive at that code.
Sane defaults serve to reduce verbosity without obfuscating meaning, simpler syntax with different ordering and fewer tokens reduce verbosity to make the code easier to read by reducing the amount of text you have to pay attention to to understand what the result is.
I imagine there's also a distinction to be made between verbosity and redundancy - sometimes extra text might fail to carry information, or carry information that's already carried elsewhere. I'm not sure where the line should be drawn, because sometimes duplicate information can be helpful, and spacing out information with technically meaningless text has value for readability, but I feel like it's there.
This is anecdotal, but a sibling of mine had a friend in school who had allergy(?) issues and couldn't eat most ketchup brands, but heintz was apparently reliably fine due to the simple recipe, including lack of synthetic dyes. I never did my own digging, but if their goal is having that niche of quality natural products, it might not cost them much (if at all) but help maintain a reputation.
Not the same person and cba to get a timestamp right now, but it's the 80% rule - the electrical stuff isn't designed to deliver the rated amperage continuously for hours on end, so for car charging, you're apparently supposed to limit it to 80%. Now, 80% of 50 isn't 42 but 40, so not sure if it's a case of 80% not being a precise number or a mistake here, but it roughly checks out.
I'm not sure which puzzles you're referring to - do you mean stuff to reach an ending, or the obscure, very much optional, deep secrets?
It's been a while since I played it, but I don't remember grindy puzzles in the main content, bar the big one, but that one felt exhilarating to figure out and solve.
As for combat, it is difficult, but I remember beating the whole game without turning down the difficulty (which I remember being a thing), so it seemed fine to me... But yeah, people misrepresenting a game is always a risk.
I believe the idea of eldritch is in being able to comprehent the true form - but only temporarily, since our minds cannot hold that knowledge, only to be left with a frayed hole in our thoughts
But also as people mentioned, there's some cursed geometries. Hyperbolic and parabolic geometry is interesting (see Hyperholica and Hyperrogue), but things get worse with Nil and Solv
For a more plain existential horror also see Fractal Block World, pretty fun seeing the sense of scale as you shrink yourself ever further revealing detail you couldn't perceive before, and also the sense of scale, as a tiny room becomes an incomprehensibly vast space you cannot hope to cross in your lifetime.
They're fast and efficient, by putting the heating element right up against the water, and also safe thanks to shutting off automatically. Great shit!