Posts Tagged ‘puzzle games’

A Good Puzzle Game Is Hard To Build

By Marsh Davies on January 22nd, 2015.

Making a puzzle game is certainly no piece of cake! Ha! Ha! Ha! *cuts wrists*

I love puzzle games. But it’s not beating them that’s the exciting part: it’s understanding them.

Whether mulling over a cryptic crossword or somersaulting through Portal’s portals, there’s a moment of epiphany which, for me, pretty much transcends all other moments in gaming. But how do you design a puzzle to best provoke that eureka moment? What gives a puzzle its aesthetic, its pace and texture? Why does one puzzle feel thrilling while another feels like a flat mental grind?

I’ve asked three of my favourite puzzle game designers to demystify their dark magicks: Jonathan Blow, best known for the puzzle-platformer Braid and currently hard at work on firstperson perplexathon, The Witness; Alan “Draknek” Hazelden, creator of Sokoban-inspired sequential-logic games, including Sokobond, Mirror Isles and the forthcoming A Good Snowman Is Hard To Build; and Jonathan Whiting, a programmer on Sportsfriends and collaborator with Hazelden on Traal, whose own games are a regular Ludum Dare highlight.

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Exo-suits You, Sir: Reset Returns With New Beautiful Trailer

By Graham Smith on October 28th, 2013.

A robot in UK's apocalyptic windystorm of 2013.

Why do exo-suits look at their best when caught in a sudden downpour? Theory: we are all spawned by the same universe-birthing robo-horse, and the sight of graceful machinery being battered by the forces of nature triggers an emotional response like remembering our communal womb.

Other places exo-suits look great include Reset, a self-cooperative first-person puzzle game about time travel set in a rain-soaked city. Theory: is the name of the Finnish indie studio developing it. A new trailer soaks below.
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