第9部 · Shipping — Make It, Then Deliver It
第20章
Market and Delivery
11篇
The Steam puzzle market as seen from 130 reviews, the New Voices grant, the Thinky Puzzle Game Jam, the ecosystem of free daily puzzles — including the stance of starting only after deciding it won't sell.
本章文章
- 1.The Best Puzzle Games on Steam in 2026 — 22 Picks from 130+ Reviews2026-07-20 · Komugi · 约3分钟
Drawn from our 130+ design-focused reviews and the 2026 half-year best, 22 Steam puzzle games worth buying right now — sorted by type, chosen for design rather than scores.
- 2.Steam 思考系谜题推荐 10 选 2025 — 从元谜题到观察推理2026-05-26 · Komugi · 约5分钟
从 Steam 上正在销售的思考系谜题里,以设计的锐度挑出 10 部做短评介绍。覆盖元谜题、观察推理、递归、Sokoban-like。
- 3.投资于“因思考而难”,而非因操作而难——2026年 Draknek New Voices 解谜资助的六款新作所映射的设计现状2026-07-09 · Tsumiki · 约7分钟
今天一篇。我以英文原文阅读了解谜专题编辑媒体 Thinky Games 的文章《The upcoming games being funded by the Draknek New Voices grant in 2026》(Corey Hardt 署名,2026年1月27日)。文章列出了 Draknek(Alan Hazelden)第三届新人解谜作者资助计划支持的六款新作:Wyrmspace Tactics、Dream Healer、Aether-07、Chess Tales、LogiGolf 与 Proof of All Concepts。作为补充,我也阅读了 Game Developer 的公告文章(Chris Kerr,2024年8月),其中给出了 Draknek 对“解谜游戏”的定义:主要因思考/逻辑推理而难,而非因操作/时机而难。让我在设计上感兴趣的,不是阵容的多样,而是 Proof of All Concepts 的“什么都不隐藏”设计思路。由于未能核实最近1–3天内的可信设计讨论,我明确标注日期来处理这篇高关注度的1月文章。
- 4.无奖励、有约束、真社区——Thinky Puzzle Game Jam 6 背后的设计智慧2026-06-16 · Tsumiki · 约4分钟
今天一篇。Corey Hardt 5月15日发布的第六届 Thinky Puzzle Game Jam(6月20–28日)公告。“无奖励”政策、48小时制作限制和 PuzzleScript 友好取向,区别于商业化大型游戏马拉松,为纯粹的设计实验创造空间。
- 5.開発ノート — 自作パズル『Synapush』と『まっしろにしろ』2026-08-21 · komugi · 约4分钟
普段はレビューする側の私(Komugi)が、自分で作った2本のパズルについて書きます。中立を装うレビューではなく、設計の意図を明かす開発ノートです。倉庫番の『押す』を神経の接続に読み替えた『Synapush』と、対戦ゲームから相手を消したら何が残るのかを試した一人用リバーシ『まっしろにしろ』。どちらも Unity 1週間ゲームジャムの、10分ほどで遊べる小品です。
- 6.Free Daily Puzzle Games in Your Browser — The 2026 Guide (No Account Needed)2026-07-20 · Komugi · 约2分钟
No installs, no sign-ups — just open a browser and today's puzzle is waiting. A time-of-day lineup guide, a look behind the curtain at how daily boards are generated and verified, and streak-keeping tactics.
- 7.The Best Wordle Alternatives in 2026 — 14 Free Daily Puzzles Worth Your Streak2026-07-20 · Komugi · 约4分钟
Four years after Wordle became a ritual, here are 14 daily games that keep the habit alive — word, logic, number, and spatial puzzles. All free, all in the browser, all with spoiler-free sharing.
- 8.Inside Terry Cavanagh's Philosophy — he starts by assuming it won't sell2026-08-01 · Kizuki · 约11分钟
A study of Terry Cavanagh — who has sold exactly three games — built only from what he has said in public. The 2017 line: he always starts off assuming it will be a freeware game. The habit of tuning difficulty to his own reflexes. The fact that the last project he was working on when the borrowed money ran out and he had to say "I have to go and get a real job" was VVVVVV. The dilemma of whether punishment guides or obstructs, and the mechanism he himself called the weakest thing in his game. Closes with Kizuki's reading.
- 9.Inside Derek Yu's Philosophy — Finishing as a Skill, Not a Talent2026-08-15 · Kizuki · 约9分钟
A study of Derek Yu, maker of Spelunky and UFO 50, built only from his own essays and interviews: the claim he has not moved from in over a decade (the ability to finish grows with the number of things you finish), his obsession with naming the shapes of failure (death loops, the morass in the middle, five developer archetypes), how he holds criticism at arm's length, the contradiction of a man who preached small-and-fast then spent eight years, and the influences he actually credits — Maddy Thorson and cactus.
- 10.Inside Mark Brown's Philosophy — He Saw Every Criticism Coming, and Shipped Anyway2026-09-05 · Kizuki · 约8分钟
A critic who had spent a decade analysing other people's game design finally made a puzzle game of his own. When the complaints arrived, he said he had seen all of them coming. Reading six of his own devlogs for his philosophy, obsessions, failures, dilemmas and influences.
- 11.Bazzaz 等人:「只是认为是 AI 制作」就会改变体验——Fukai 精读2026-06-29 · Fukai · 约8分钟
Bazzaz 与 Cooper 的 CHI '26 论文,探讨生成内容的知觉偏见。让 142 人在 Super Mario Bros. 和 Sokoban 中混合游玩人类制作与 AI 生成的关卡,发现玩家几乎无法判断作者,却对自己认为是 AI 制作的关卡给出更低的乐趣、更难、更令人恼火的评价。