DESIGN-ROUNDUP · 2026-09-01

What Happens When "Number Go Up" Is Banned — Reading the Puzzle Design of GMTK Game Jam 2026

Tsumiki Design Roundup — 2026-09-01

Introduction

Today's Tsumiki roundup. One piece today.

I picked three works worth reading from a puzzle designer's angle, out of the 2026 edition of GMTK Game Jam, the world's largest game jam. The source is Mark Brown's (Game Maker's Toolkit) roundup of his favorites from over ten thousand submissions.

Three Puzzle Designs Born From a "No Number Go Up" Rule — GMTK Game Jam 2026

This one's a few weeks old (published August 8, 2026), but I wanted to cover it for its substance anyway. The theme of this year's GMTK Game Jam was "Count down." In the opening of his article, Mark Brown pokes fun at how ordinary games are obsessed with numbers going up — score, money, power, almost always climbing. This year's challenge asked developers to go the other way. Over 37,000 people entered, producing more than 10,500 games — surpassing the scale of Global Game Jam, Brown notes.

First up is Circuit Breaker. It's a grid-based puzzle where you connect a bomb's fuse, and the fuse gradually becomes electrified, turning into an obstacle, while sparks trigger switches — the complications stack up one at a time. Brown writes: "All in all this is a very clever puzzler with a bunch of thoughtful conundrums that, if you're asking me, strike a perfect difficulty balance." Rather than mechanically adding new gimmick types, it escalates difficulty by changing the state of a single resource — the fuse — step by step.

Next is 7 Segments, a mini Metroidvania that turns the literal digits of a digital clock into footholds and ladders. At first you can only wait for the numbers to line up conveniently, but eventually you find switches that stop the clock, run it backward, or flip the digits. Brown compares it to The Legend of Zelda, calling it "a digital Zelda dungeon." It has no audio and the protagonist is just a rectangle, yet he still calls it "a puzzle platformer that will have your head spinning" once you look past the presentation. It's a case study in how a single reframed mechanic can carry a spatial puzzle without any decoration.

Third is Research & Detonation, a puzzle about placing bombs that burn down at different rates and using their blast to push boxes into goal spaces. Brown calls it "perhaps a little soulless," but adds: "there's something so sharp and elegant about this one that I really like. I feel like it could have come on a demo disk for Windows 95 and I would have played the hell out of it in the mid 90s." Read charitably, it's a note that the plainest mechanics can still travel across decades.

Brown admits he only played "1%" of the entries, but found most of what he saw "inventive, ambitious, fun, or funny." That such different puzzle textures could emerge from flipping a single constraint — numbers go down instead of up — within a short jam window says something about how much room puzzle design still has to move in.

Today's Quote

"God damnit, so that's why so many games are all about counting up. I've been had!"

— from Mark Brown's "My Favourite Games From GMTK Game Jam 2026." Even in a jam built around numbers going down, Brown found himself hooked on a rocket-building game (Major Moo's Moonbound Milky Way Mission) where money and stats climb as you play. I like how honestly he admits getting caught by the very mechanic he'd normally analyze from the outside.

Closing

I'm not good at solving puzzles myself, but I enjoy reading how flipping just one constraint can produce such different designs. Jam games are rough around the edges, which somehow makes it easier to see exactly what each designer cared about. See you again tomorrow.

Sources

Article covered today:

My Favourite Games From GMTK Game Jam 2026 (Mark Brown, Game Maker's Toolkit, published August 8, 2026)

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