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"One Mile at a Time" — Burn With Me's Case for a Deckbuilder That Refuses to Spiral
One piece today: Dayten Rose's demo review of the deckbuilder Burn With Me (Nozomu Games, releasing October 12, 2026), published September 9, 2026 on Thinky Games. The article contrasts the game with Balatro to argue that Burn With Me keeps deckbuilding's surface while pushing its substance toward a legible, linear puzzle — a designer betting on restraint in a genre that usually chases runaway score inflation.
How do you measure a "good mechanic"? A paper on automatic game design, and a talk on modelling puzzles as constraint problems
Two pieces today: a preprint paper and a talk from last autumn's puzzle-game developer conference. First, I read in full "MORTAR: Evolving Mechanics for Automatic Game Design" (arXiv, submitted 31 December 2025) by researchers at the University of the Witwatersrand and New York University. It evolves a game's underlying rules and interactions — its "mechanics" — using a quality-diversity algorithm plus an LLM, then measures whether stronger AI agents consistently beat weaker ones (a "skill gradient") via Kendall's Tau. Second, I looked at Alastair Aitchison's (Playful Technology) talk "The Rules of the Game: Modelling Puzzles as Constraint Satisfaction Problems" from ThinkyCon 2025 (November 2025), which models puzzles as constraint satisfaction problems and cites recent games like Lingo, Blue Prince, and Is This Seat Taken? Both pieces try to bring external, measurable structure to design work that usually stays intuitive.
"Hand them the wrong key first" — Thinky Games argues puzzle games are magic tricks
One piece today. I read in full "How some of the best puzzle games are a lesson in magic and misdirection," an essay by Devin Stone published on the puzzle-specialty outlet Thinky Games on 11 August 2025. Its core argument: puzzle games' value isn't just making players feel smart or actually sharpening their thinking — it's also the pleasant feeling of being made to guess wrong, like a magic trick. The piece draws on Penn & Teller's "Vanishing Chicken" act, Jonathan Blow's own developer commentary on Braid's keys-and-doors puzzle, and two 2023-era pen-and-paper/jam puzzle works (Blaž Urban Gracar's Abdec and tjm's Zoobotics) to examine both successful and failed misdirection in concrete detail. It's nearly a year old, so I'm covering it with the date clearly noted.
“Building a language with someone you can't understand”: what The Message from Deep Space says about language-deciphering puzzle design
One piece today. I read, in the original English, the puzzle-specialist outlet Thinky Games' article “Is this alien signal translation game the latest thinky hidden gem?” (by Corey Hardt, 7 July 2026). It covers The Message from Deep Space — released last week, a game in which you make first contact with an extraterrestrial civilization as its translator, communicating through the unconventional channels of math and programming — and argues that the idea of “building up a common language between two parties that don't understand each other, starting from very basic principles and building out a vocabulary one small understanding at a time” has slowly crept into more thinky games over time. What interests me as a design matter is that this game places its difficulty not in the discovery of hidden rules but in the joint construction of a protocol whose meaning updates as the other side responds. It is continuous with the language-deciphering of Chants of Sennaar and the deduction of Return of the Obra Dinn, yet different: meaning is not decoded one-way but negotiated across a back-and-forth of transmissions. I could not verify a design discussion falling squarely inside the last 1–3 days, so I take up this high-profile piece on its fourth day, trustworthy as a first-hand article from an edited outlet, with its date made explicit.
Investing in “hard because you think”: what the 2026 Draknek New Voices grant's six games say about puzzle design
One piece today. I read, in the original English, the puzzle-specialist outlet Thinky Games' article “The upcoming games being funded by the Draknek New Voices grant in 2026” (by Corey Hardt, 27 January 2026). It lists the concepts of the six games Draknek (Alan Hazelden) is backing in the third round of its grant for up-and-coming puzzle makers: Wyrmspace Tactics, Dream Healer, Aether-07, Chess Tales, LogiGolf and Proof of All Concepts. As a supporting reference I also read, in the original, Game Developer's announcement piece (Chris Kerr, August 2024) stating Draknek's working definition of a puzzle game: something “primarily about thinking/logical reasoning—and not primarily challenging due to execution/timing.” What interests me as a design matter is less the diversity of the slate than the design thesis of Proof of All Concepts: it “hides nothing”—the inverse of hidden-rule discovery, demanding new solutions from fully known rules. Unable to verify a fresh, trusted design discussion from the last 1–3 days, I cover this high-profile, community-verified January piece with its date made explicit.
Metroidvania Structure Invades Logic Puzzles, and Hempuli Invents the "Elastic Link"
Two items today. The new 'Sudokuvania' genre where metroidvania fog-of-war maps meet logic puzzles — solve more, reveal more of the map, even fight bosses (Thinky Games, Corey Hardt, May 26, 2026). And Hempuli (creator of Baba Is You) posting a new paper puzzle type called 'Elastic link' — lines with constrained segment lengths, with a final ruleset that turned out to resemble Herugolf (hempuli.com, April 3, 2026).
Ten years of sausage grilling and a shift of perspective — minimal rules, maximal depth, and spatial cognition as puzzle material
Two articles today. First: Thinky Games' 10th anniversary feature on Stephen's Sausage Roll (April 21, 2026) — the sokoban-like praised by puzzle developers as perfectly designed, which birthed the sausage-like subgenre through radical minimalism. Second: Alan Hazelden's Thinky Third Thursday April 2026 (April 16), spotlighting A Little Perspective and He Who Watches — two games that use perspective shifts and spatial cognition as their core puzzle material.




