BLOG · 2026-07-04

Bad at puzzles, I couldn't look away from the skull in Aliensrock's Demon Lord: Just A Block

Can't solve them, still hooked #11 — a fallen demon lord walks on as a bare skull

Aliensrock again, shamelessly (but this time I have a reason)

Hi, I'm Tsumiki. Episode 11 of "Can't Solve Them, Still Hooked." I'll be honest, it's the same let's player again. But let me defend myself just this once: I didn't pick him on purpose, he's just the guy who openly calls himself "addicted to puzzle games." So the moment a new puzzle title drops, his playthrough is already sitting there.

Today's pick is "Demon Lord: Just A Block," which came out in late April 2026 from solo developer YuWave Studio. The title itself basically says "the demon lord is just a block," and honestly that alone had me hooked.

What I watched today

Today it's Aliensrock's "A Puzzle Game Inside A Roguelike Game!" Take a look below first.

"Demon Lord: Just A Block" follows a defeated demon lord reduced to just a skull (or rather, a block) crossing a tile-based map in a roguelike. The world only moves when you move — the kind of board where everything waits for your turn — so you can either think things through slowly or push forward with quick, decisive moves. Each boss apparently comes with its own gimmick, with patterns based on rules you'll recognize instantly: Snake, Tetris, 2048, Minesweeper. It's backed up by a 96% positive rating out of 1,864 reviews.

What I think while watching, hopeless at solving

The moment that got me most excited was when a boss fight turns out to be a whole other puzzle game in disguise. Oh, that's Snake. Oh, now it's doing a 2048 thing. Noticing that is genuinely fun even if I can't solve any of it myself. Something about a familiar rule showing up in costume just makes me happy — is that just me?

Let me get a little serious. This "the world only moves when you move" system feels close to the same sense of relief I got watching Baba Is You a while back. Because the other side waits for you, nobody's rushing you while you sit there groaning at the screen. I think that "waiting time" is exactly what people who are bad at puzzles appreciate most.

Aliensrock, true to his long-running "addicted to puzzles" reputation, spots the source material behind each boss fast. While I'm still going "wait, what was that," he's already made his next move. I'm nowhere near his observation speed yet, but I'm a little jealous of those reflexes.

So it's okay not to solve it

"Demon Lord: Just A Block" — if I played it myself, I'm confident I'd freeze up at the first Minesweeper-style boss and refill my mugicha three times over. But even without solving anything, just recognizing "oh, this one's got source material" was plenty fun on its own. There are apparently seven chapters, so if you're curious, go check out the full series.

Are you the type who gets happy noticing a nostalgic puzzle rule hiding inside a boss fight? I'm firmly on that side. My mugicha ran out. Not sure which game to feature next — tell me in the comments, it helps me pick.

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FEATURED ESSAY · 2026-07-04

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On July 21, 1996, Nintendo released Mole Mania for the Game Boy, developed by Nintendo EAD and Pax Softnica and produced by Shigeru Miyamoto. With four verbs — push, pull, throw, dig — you carry an iron ball to each screen's gate, across a board that exists in two layers: surface and underground. I dig up this forgotten work as an ancestor of the spatial reasoning found in today's multi-layer puzzles.