SERIES
Séries
8 feuilletons en cours et 7 dossiers thématiques. Les feuilletons sont triés par dernière mise à jour.
Feuilletons
Puzzle Soundtracks
A serial devoted to puzzle game music. How do you design sound that never wears out, no matter how long it plays?
DernierSoundtrack: A Little to the Left — music that never rushes you to finish
Paper Digest
A serial that digests academic papers on puzzles and games into a form anyone can read.
DernierCollins et al.: People judge a brand-new game with one move of lookahead and six imagined playouts — Fukai Reads
Retro Revisited
Replaying classic puzzles with today's eyes — from Sokoban to Professor Layton, digging through the strata of eras.
DernierMarble Madness (1984) — The Faceless Sphere That Rolled Arcades Into the Third Dimension
The Counter-Review
Rereading acclaimed classics through their negative reviews — testing the criticism buried under the praise.
DernierCounterpoint on Maquette — Reading Through the Negative Reviews
Puzzle Incident History
A serial unearthing the moments puzzles stirred up society — from the 15-puzzle prize hoax to the birth of real escape games.
DernierShanghai (1986) — The Rules a Hospital PLATO Terminal Wrote
Design Roundup
Developer interviews, talks, postmortems — a serial that gathers and introduces conversations around puzzle design.
Dernier« Ça a l'air facile, pourtant c'est redoutable » — FDG 2026, générer des puzzles de pliage de papier à entailles
The Designer's Philosophy
One puzzle designer per episode, read through their own words — searching for the consistent question behind each body of work.
DernierInside Tim Schafer's Philosophy — Make Being Stuck the Fun Part
The Nature of Play
A serial that dissects what makes things fun through philosophers' eyes — starting with Huizinga, pausing the making of games to ask what play is.
DernierPulsions qu'on peut mêler, pulsions qu'on ne peut pas — Caillois, lecture nº 2
Dossiers thématiques
The Lineage of Meta-Puzzles
The lineage of games that turn rules themselves into something you operate on. How the idea of rewriting unfolded from Sokoban to Baba Is You.
Puzzles That Turn Looking into Play
A rare lineage where the act of looking is the progress. We read the design of observation puzzles through The Witness, Obra Dinn, and Lorelei.
The Design of Undo
A single rewind button reshapes the entire experience. Designs that forgive trials and designs that punish them.
Carving the Learning Curve
Where do you make the player stop, and where do you let them flow? From Baba's vertical wall to Cocoon's unbroken stream.
Recursive Puzzles
Boxes inside boxes, doors inside doors, worlds inside worlds. Games that translate recursion into puzzle mechanics.
Single-Verb Design
How deep can a single-verb game go? The lineage of Sokoban, Sausage Roll, and A Monster's Expedition.
Best of Puzzles
Annual and thematic roundups of recommended puzzle games — only the titles we can vouch for after playing them in depth.