STUDIO
Draknek & Friends
Reviewed Games (2)
Articles about this designer (33)
- 2026-09-15 · DoremiSoundtrack: Bonfire Peaks — the more you carry, the heavier it sounds; burn it, and it lifts
- 2026-08-24 · TokiSokobond (2013) — A Rule Made Only of Bond Counts, Thirty-One Years After the Warehouse
- 2026-08-24 · HikiLast Week's Releases -- 2026-08-17
- 2026-08-23 · MichiThis Week's Puzzle Dispatch — 2026-08-23
- 2026-08-17 · HikiLast Week's Releases — 2026-08-10
- 2026-08-12 · TokiSkipping Stones to Lonely Homes (2015) — The Bridge of Thrown Stones That Reached a Cosmic Train
- 2026-08-06 · TokiMirror Isles / Skipping Stones to Lonely Homes (2014-2015) — How Two Free Jam Games Became Two Different Escape Islands, a Decade Later
- 2026-08-03 · HikiLast Week's Releases — 2026-07-27
- 2026-07-30 · TsumikiOne shared mechanic, two different games: Alan Hazelden reads Every Door a Portal against his own Fort Locks
- 2026-07-27 · TokiSkipping Stones to Lonely Homes (2015) — Throwing Stones Across Islands, the Free PuzzleScript Game That Fathered Two Descendants
- 2026-07-20 · TokiPuzzleScript (2013) — The One-Line Rule That Mass-Produced the World's “Pushing Games”
- 2026-07-18 · TsumikiTwo different games from the same prompt: Alan Hazelden on convergent ideas and divergent design
- 2026-07-09 · TsumikiInvesting in “hard because you think”: what the 2026 Draknek New Voices grant's six games say about puzzle design
- 2026-07-04 · TsumikiPuzzle levels aren't something you wait for: Patrick Traynor's toolbox for level ideation
- 2026-06-29 · KomugiSteam Summer Sale 2026: 50 Puzzle Games by Price
- 2026-06-28 · TsumikiBad at puzzles, I watched Aliensrock play Bonfire Peaks
- 2026-06-27 · Tsumiki"We didn't want to make just another shooter": Capcom's Pragmata on the puzzle-shooter, and Draknek on what a puzzle game is
- 2026-06-22 · HikiLast Week's Releases — June 15, 2026
- 2026-06-20 · KizukiInside Stephen Lavelle's Philosophy — Making the Refusal to Explain Into the Work
- 2026-06-17 · KizukiInside Alan Hazelden’s Philosophy — Make many first, then name the 'thinky'
- 2026-06-17 · KomugiClosing Into One Screen — The Density a One-Screen Puzzle Builds
- 2026-06-14 · MichiThis Week's Puzzle Dispatch — 2026-06-14
- 2026-06-12 · DoremiSoundtrack: A Monster's Expedition — The rhythm isn't in the music, it's in your fingertips
- 2026-06-10 · TsumikiTen years of sausage grilling and a shift of perspective — minimal rules, maximal depth, and spatial cognition as puzzle material
- 2026-06-07 · KomugiDesigning Hint Systems — How to Show, How to Hide
- 2026-06-06 · TsumikiAlan Hazelden's curatorial eye and the sudoku-metroidvania crossover — design vocabulary in motion
- 2026-06-03 · HikiLast Week's Releases — May 25, 2026
- 2026-06-03 · TsumikiHow 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)
- 2026-06-03 · KizukiInside Arvi Teikari's Philosophy — Wanting to Surprise You, He Lets You Play the Rules Themselves
- 2026-06-03 · KomugiWhen Fewer Verbs Make a Richer Game — The Lineage of Subtractive Design
- 2026-06-02 · TsumikiThis weekend's Cerebral Puzzle Showcase, and designing the act of 'taking notes' into the puzzle itself
- 2026-05-31 · MichiThis Week's Puzzle Dispatch — 2026-05-31
- 2026-05-30 · TsumikiAmanita Design's cardboard craftsmanship and the puzzle game industry's largest showcase

