> The cruelty scale is somewhat orthogonal to difficulty, and misses another axis; you can have punishingly difficult puzzles seem to have logic, and punishingly difficult puzzles that do not.I'd agree with that. I dislike "read the author's mind" puzzles.
> w.r.t KQ5, not saving the mouse from the cat is something that will get you if you haven't played enough Sierra games to know that missing a single random event with a short timer is likely enough to render the game unwinnable; when I played it I just said "damn, I think I need to reload" when the mouse died.
I would classify the mouse as "Nasty", yeah; you know immediately that you missed something.
But, by contrast, you can eat the custard pie rather than the leg of lamb and be in a walking-dead state (and it's not even obvious when you reach the yeti, you don't go "if only I still had a custard pie"); that one is definitely "Cruel".
There are many cases of Cruel that are simply "fail to pick up an item in a place you can't return to" cases (which are more forgivable, I think). But even if you ignore those, there are many other cases of Cruel walking-dead states.
Getting seen by the cat in the castle (not completely obvious you've done something irrevocable) will result in you getting caught later. And the most annoying, I think: if you are too good at the game's moon logic, you can use the peas on the monster the first time it tries to capture you, never get caught, and thus fail to obtain the required item (cheese) from the cell. That one is firmly "you think you solved the puzzle and can proceed" walking-dead.
(Also, the fact that Mordack can just randomly show up in the castle and kill you is just gratuitously obnoxious. You can do everything right, and still fail for reasons of complete randomness that you can't avert.)