TAG
#learning-curve
0 reviews · 3 essays
Related essays
Designing the Overworld — Where Puzzle Games Let You Be Stuck
Portal's corridor, Braid's hub, The Witness's quantity gate, Baba Is You's branching map, A Monster's Expedition's world-as-board. A designer's-eye rereading of level selects and overworlds as plumbing for stuckness — the grammar of designing difficulty outside the level.
Reading the Unreadable — The Grammar of Decipherment Puzzles, from Fez to Chants of Sennaar
Fez, Tunic, Heaven's Vault, Chants of Sennaar. A reading of the decipherment-puzzle lineage — languages cracked by observation alone — through one design question: how do you treat misreading?
Designing Hint Systems — How to Show, How to Hide
InvisiClues' invisible ink, the silence of The Witness, the friction of The Case of the Golden Idol, Obra Dinn's rule of three. A maker's-eye survey of hint systems as a declaration of how a game treats a stuck player.


