The secret hallway to the keypad was actually me just trying to evoke some of the really simple ways older Paper Mario games played with space, i.e. the secret hallway was actually always accessible, just hidden behind an inconspicuous file cabinet! But it's good to know that it didn't necessarily come through that way and I do wanna figure out how to improve on that.
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Oh! I get what you mean. I think this is one of those things where you might want to ease players into thinking that way. I haven't played TTYD (my only PM experience) in a while now, but I think there's a lot of soft/obvious examples of playing with space before they get really serious with it - but by then you're conditioned to look out for those more extreme cases.