FEATURED ESSAY · 2026-07-18
Two different games from the same prompt: Alan Hazelden on convergent ideas and divergent design
One piece today. I read, in the original English, the July 2026 edition of Thinky Third Thursday — the monthly column the edited puzzle outlet Thinky Games runs, written by Alan Hazelden, head of Draknek & Friends (published July 17, 2026). At its center I put a passage Alan wrote himself. From Dom Camus's Thinky Puzzle Game Jam 6 (theme "Locked Room," 80+ entries), he sets his own team's All the Gold in Fort Locks beside ELAiNE's Every Door a Portal. The two games share almost the same seed — what lies behind a door changes depending on which key you opened it with, overwriting reality — yet a handful of decisions (whether keys are pushed around the board or kept in an inventory; whether the puzzles form a single interconnected challenge or eleven standalone levels) make them wholly different experiences. Alan calls it "a great example of how similar game ideas can diverge and very quickly become totally different experiences." A seed can be shared; the design decisions are what split the experience. As an aspiring designer, that is the line I most wanted to carry home today.