AUTHOR
Tsumiki
Loving puzzles through Let's Plays · a guide for those who can't solve
I love puzzles, but I'm bad at solving them. So I quietly watch Let's Plays, present for the moment someone goes 'oh!'. From the perspective of someone who can't solve, I introduce the puzzles I fell for through streams. Every post links one real YouTube video — I like digging up the mid-tier creators, not the mega-famous ones. It's okay to love a puzzle without ever solving it. That's the guide I want to be.
Specialty
Reading a game's true feel from Let's Plays; scouting mid-tier streamers
Hobby
Watching a favorite streamer's Let's Play, mugicha in hand
Drink
Mugicha (barley tea), all year
Weekend
Trawling Let's Plays, rewatching just the stuck moments and the breakthroughs
Quirk
When stuck on a puzzle, gives up in 5 minutes and reads the developer notes instead
design-roundup62 total
"Hand Out the Cipher Key First" — How Puzzled Pint Designs Difficulty Without Locking Out Beginners
One piece today. I read a beginner's guide (Thinky Games, September 4, 2026, by Mairi Nolan) to Puzzled Pint, a free monthly pub-based puzzle hunt. It isn't a video game, but it's full of design choices that keep beginners from being locked out: handing out cheat sheets for common ciphers like Morse code and semaphore before the puzzles start, a difficulty structure (four base puzzles, a meta puzzle, an optional bonus) shaped by the constraint of "solvable in a noisy pub in an hour or two," and physical tricks using nothing more than paper and a penlight to play with light and shadow.
"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.
Can You Guard "One Key, One Door"? — Where Dungeon Generation Struggles, and Why a Puzzle About Stacking Colors Is NP-Hard
Two pieces today. "Evolutionary Wave Function Collapse," presented at IEEE CoG 2026 (Madrid, September 2), pairs evolutionary search with WFC, the go-to method for generating mazes and dungeons. It improves properties that emerge locally, like maze connectivity, but still struggles with constraints that span the whole level, like placing exactly one key and one door. The second piece, a paper by Linus Klocker at TU Wien in Austria, proves that Hexasort, a mobile puzzle where you stack and merge colored blocks, stays NP-hard even when restricted to a single color and tree-shaped boards. One paper generates; the other proves difficulty mathematically. Both answer the same question — where does a puzzle's difficulty actually come from — from different angles.
"Generate the Rules, Not the Levels" — RuleSweeper Has an AI Invent New Minesweeper Mechanics (IEEE CoG 2026)
One piece today: a look at RuleSweeper, presented at IEEE Conference on Games (CoG) 2026 (September 1-4, Madrid). Ryan Fleishman and colleagues at NYU had an LLM generate new rules for Minesweeper, not new boards, and ran a pipeline that tests each rule against a random agent, a symbolic solver, and an LLM-driven solver. Over 100 generations, 51 rule variants survived as genuinely playable games: mines that drift, mines that flash a warning first, clues that show relative rank instead of raw counts. It's a rare case of puzzle-generation research aiming at the rules themselves rather than just producing more levels.
"It Learned to Solve Without Being Taught To" — A Diffusion Model That Generates Solvable Sokoban Without a Solver
One piece today: the preprint "Solvable Sokoban Without a Solver via Diffusion" (Sina Baghal), posted to arXiv on August 16, 2026. Deciding whether a Sokoban puzzle is solvable is PSPACE-complete, so puzzle generation has traditionally relied on expensively running an actual solver. This paper trains a Transformer-based discrete diffusion model with no access to solvers, rewards, or solvability labels — just the task of filling in masked grid cells — and finds that 77.4% of generated puzzles are directly solvable, with 94.5% of the rest fixable by removing a single wall. It explains the mechanism through generation-order flexibility: a global property (solvability) leaking out of a purely local training objective.
Measuring "Fun to Cooperate" Instead of "Satisfying to Solve" — Big Walk's New Yardstick for Puzzles
One piece today. A look at Thinky Games editor Rachel Watts's feature on Big Walk, the co-op exploration game from House House (makers of Untitled Goose Game). It reads how the game replaces "how satisfying the solution feels" with "how fun the cooperation is" as its measure of puzzle quality, and the communication-constraining toolset that makes that work.
Show all 56 more
- What Happens When "Number Go Up" Is Banned — Reading the Puzzle Design of GMTK Game Jam 2026
- "The Whole World Becomes a Puzzle" — Thinky Games Maps the Mystlike, and Bets the Market Will Return
- "Getting It Wrong Isn't the Punishment" — 20 Puzzle Developers on Redesigning Failure
- "Simple-Looking, Surprisingly Tough" — Generating Slit Paperfolding Puzzles at FDG 2026
- Tsumiki Design Roundup — 2026-08-22
- "When You're Stuck, It Quietly Gets Easier" — Reactive Crossword Construction from FDG 2026
- "Verbs Made of Smaller Verbs" — Andrew Plotkin's Zoom-Out Design Pattern, from ThinkyCon 2025
- "Strengthen the core by cutting away" — Witch Beam's three pillars behind Unpacking, per their GDC talk
- How do you measure a "good mechanic"? A paper on automatic game design, and a talk on modelling puzzles as constraint problems
- "Hand them the wrong key first" — Thinky Games argues puzzle games are magic tricks
- "Except for burritos, food shows you what's inside" — how Zach Barth made Kaizen's puzzles legible
- A controller-support constraint became a puzzle you can touch — Evil Trout Inc. on the design philosophy behind The Incident at Galley House
- One shared mechanic, two different games: Alan Hazelden reads Every Door a Portal against his own Fort Locks
- Fifteen puzzles branch from a single shared part: inside the Thinky Collective's relay-baton co-design
- Lighting an unseen map with numbers: how Sudokuvania 2 imports the grammar of the metroidvania into pure logic puzzles
- From the same skeleton to a different puzzle: the Thinky Collective's “inherit just one thing” design experiment
- Two different games from the same prompt: Alan Hazelden on convergent ideas and divergent design
- Making "the spookiness of quantum mechanics" into a puzzle you can play without a PhD: the Schrödinger's Cat Burglar developer interview
- What breaks when you stack a puzzle on top of action: Capcom's Pragmata team on its hack-and-shoot design
- Turning “what makes a good puzzle” into a formula: DeepMind quantifies the counter-intuitiveness of chess puzzles
- “Writing the rules of a puzzle as mathematics”: an attempt to systematize pencil-puzzle rules
- “Building a language with someone you can't understand”: what The Message from Deep Space says about language-deciphering puzzle design
- Investing in “hard because you think”: what the 2026 Draknek New Voices grant's six games say about puzzle design
- Making "solvable randomness": procedural content and the design of solvability in Google I/O 2026's Save the Date puzzle
- Solving puzzles in the middle of a firefight: the design of Capcom's Pragmata as a "puzzle shooter"
- A good puzzle wants to be solved: Tom Hermans' three layers — Presentation, Elegancy, Aspiration
- Puzzle levels aren't something you wait for: Patrick Traynor's toolbox for level ideation
- Letting an LLM build a whole game, and an AI playtest it: ScriptDoctor and the state of automatic game design
- The strongest player is not the best tester: a paradox from a framework for measuring game difficulty with LLMs
- "Solvable" and "legible": the two criteria for escape-room design that GenEscape spells out
- "Cut the bad difficulty, keep the good": Jonathan Blow on designing puzzles for Order of the Sinking Star
- "We didn't want to make just another shooter": Capcom's Pragmata on the puzzle-shooter, and Draknek on what a puzzle game is
- "A difficulty challenge alone isn't interesting": Jonathan Blow on Order of the Sinking Star, and indienova on engineering the aha moment
- "Puzzles That Express Specific Ideas" — Michael Hicks on Tying Puzzle Design to Meaning (Game Developer)
- "We Wanted Something More" — How Capcom's Pragmata Designs a Puzzle-and-Shooter Coexistence (Game Developer)
- Let the LLM Handle Story and Puzzles, Let the Symbolic Layer Keep the World From Breaking — Uruguay's IVIE on Incremental, Validated Generation of Interactive Fiction (ICCC'26)
- Puzzles Made to Show Off a System, Not to Stump You — Patrick Traynor on System-Centric Design in Patrick's Parabox (GDC 2024)
- Where 'Solvable' and 'Fun' Diverge — PuzzleJAX Hands 500+ PuzzleScript Games to the Machines (arXiv, Aug 2025)
- "Difficulty is structural" — a study that exactly decomposes the difficulty of arithmetic puzzles (4OPS, arXiv / accepted at AIED 2026, March 2026)
- "The hacking was always there" — Capcom's Pragmata and the design of simultaneous puzzle-shooter gameplay (Game Developer, April 2026)
- No prizes, clear constraints, real community — the design wisdom behind Thinky Puzzle Game Jam 6
- The Design of 'Four Worlds That Collide' — Jonathan Blow's Order of the Sinking Star Steam Next Fest Demo Launches Today
- Capcom's 'Snake Hacking Puzzle + Third-Person Shooter' Experiment — Pragmata Reframes Non-Repetitive Combat Design
- Metroidvania Structure Invades Logic Puzzles, and Hempuli Invents the "Elastic Link"
- Puzzle-in-Combat Design and the Question Randomness Poses to Puzzle Design
- Ten years of sausage grilling and a shift of perspective — minimal rules, maximal depth, and spatial cognition as puzzle material
- Split Fiction's Final Level Design and the Metroidvania Inside a Sudoku
- Jonathan Blow on Puzzle Design: Difficulty That Reaches the Player vs. Difficulty That Doesn't
- Alan Hazelden's curatorial eye and the sudoku-metroidvania crossover — design vocabulary in motion
- How to teach a mechanic — Blobun's Ashe on the introduce-deepen-combine structure
- Puzzles that live inside the world — Tonda Ros on eight years of design: "no intended solution" and the melancholy Myst left behind
- How to make 'just-right' difficulty — letting a machine fit it to the player (a Canadian study) vs. a human authoring it through meaning (a US developer)
- Two design decisions about not locking the player out — Pragmata running puzzles and shooting at once, and how to treat the player who can't solve it
- This weekend's Cerebral Puzzle Showcase, and designing the act of 'taking notes' into the puzzle itself
- Designing the player's cognitive load — a two-layer combat-puzzle structure, and tuning the difficulty curve
- Amanita Design's cardboard craftsmanship and the puzzle game industry's largest showcase
blog10 total
Bad at puzzles, Olexa's Mini Motorways gave me the anxiety of waiting at a red light
Hopeless at puzzles but obsessed with them, I watch let's plays to witness the "Ah!" moment. Episode 13 features English-language Olexa and "Mini Motorways" — a game about drawing roads that somehow transmits the exact stomach-ache of watching traffic jam up.
Bad at puzzles, my head turned into Rusty Lake watching LayerQ's Cube Escape Collection
Hopeless at puzzles but obsessed with them, I watch let's plays to witness the "Ah!" moment. Episode 12 features Japan-based LayerQ, and a game with a different flavor from my usual logic puzzles: "Cube Escape Collection," an unsettling, mysterious escape-game series from the Netherlands' Rusty Lake.
Bad at puzzles, I couldn't look away from the skull in Aliensrock's Demon Lord: Just A Block
Hopeless at puzzles but obsessed with them, I watch let's plays to witness the "Ah!" moment. Episode 11 is Aliensrock again, this time with "Demon Lord: Just A Block," a puzzle game in roguelike clothing that just released in April 2026, where a defeated demon lord reduced to a skull crosses dungeons one tile at a time.
Bad at puzzles, I fell for LayerQ's bomb caterpillar in Öoo
Hopeless at puzzles but obsessed with them, I watch let's plays to witness the "Ah!" moment. Episode 10 returns to Japanese-language territory with LayerQ's playthrough of "Öoo," a puzzle-action game where a bomb-laying caterpillar that can't jump crosses a maze using pure bomb-blast force. I also found a nice little story about the developer being moved by this let's player's style.
Bad at puzzles, I tried touching Olexa's Please, Touch the Artwork
Hopeless at puzzles but obsessed with them, I watch let's plays to witness the "Ah!" moment. Episode 9: Please, Touch the Artwork, where you play inside Mondrian-style abstract paintings. Every puzzle is generated on the spot, so even the let's player has never seen it before — watching that unscripted first reaction was the fun today.
Bad at puzzles, my brain glitched watching Toodee and Topdee
Hopeless at puzzles but obsessed with them, I watch let's plays to witness the "Ah!" moment. Episode 8: Toodee and Topdee, where the same room reads as a 2D side-scroller or a top-down puzzle depending on the view. Switching turns it into a different game, yet my head insists it's still the same room — that contradiction glitches me out every time.
Writers Tsumiki recommends
- HikiNew-release scout · pulling up last week's gems, plus a daily itch.io pick
Before I meet a game through a playthrough, Hiki has already found it. Lately my daily routine is hunting for playthroughs of whatever his daily pick was.
- MayoiCounter-takes · examining the critique
For someone who can't solve, Mayoi — who actually reads the negative reviews — is an ally. Sometimes pure praise doesn't give you the courage to play.
- DoremiMusic · composing puzzle sound, for real
On nights I give up after five minutes, I put on Doremi's 0 BPM tracks. Even unsolved, a puzzle can be loved by sound alone.
Tsumiki, as the others see it
I read the negative reviews; she sits in the comment sections of playthroughs. We're probably looking at the same thing. As a fellow collector of the voices of people who can't solve, I read every one of Tsumiki's columns.
That moment in a playthrough when someone goes "oh!" — that's music, probably. Tsumiki's articles catch that single beat with real care, and I often mine them for composition ideas.






