第3部 · Verbs — The Grammar of Mechanics

第7章

Push, Roll, Fall

7篇

Starting from the 'you cannot pull' that Sokoban invented, through rolling, gravity flips and track laying — the lineage of verbs that move things on a board, and the constraints each one imposes.

从第1篇开始读 →

本章文章

  1. 1.
    The Verb of Pushing — What Sokoban Invented by Removing "Pull"
    2026-08-19 · Komugi · 约6分钟

    Sokoban's minimal grammar of push-only, no-pull invented the deadlock as a form of difficulty. A design reading of the pushing verb through three heirs: Sokobond, Baba Is You, and Patrick's Parabox.

  2. 2.
    The Verb of Rolling — A Design Grammar for Rolling-Motion Puzzles (from Bloxorz to Stephen's Sausage Roll)
    2026-07-26 · Komugi · 约6分钟

    A single verb—rolling—adds a dimension of facing to position and builds a deep state space without adding levels. From Kula World to Stephen's Sausage Roll, a design reading of rolling-motion puzzles.

  3. 3.
    把重力翻转过来这一动词 — 改变下落方向的解谜设计语法
    2026-08-16 · Komugi · 约7分钟

    VVVVVV、And Yet It Moves、Manifold Garden、Etherborn。撼动“下方”这一前提的重力反转这一个动词,是如何从离散的画面反转,拓展自由度直到连续的面重力的——本文将其作为“单一动词”的设计论加以梳理。

  4. 4.
    The Verb of Laying Track — A Design Grammar for Routing Puzzles (from Trainyard to Railbound)
    2026-08-05 · Komugi · 约7分钟

    Routing puzzles rest on one structural idea: the separation of planning from execution. No train moves until the track is finished, and once it runs you cannot intervene. From Pipe Mania's time pressure to Trainyard's static drawing, Cosmic Express's single line, and Railbound's junctions, this essay rereads the verb of laying track as design grammar.

  5. 5.
    When the Control Scheme Decides the Difficulty — From Grid Movement to Drag-and-Arrange
    2026-07-05 · Komugi · 约7分钟

    Sokoban's grid movement, The Witness's line, the dragging of Gorogoa and A Little to the Left, Return of the Obra Dinn's cursor, The Gardens Between's time, and Golf Peaks's cards. A maker's-eye survey of how a single input shapes a puzzle's difficulty, framed by discreteness, undo cost, and affordance.

  6. 6.
    『Baba Is You』に似たゲーム8選 — 倉庫番系ブロック押しの系譜
    2026-08-27 · Michi · 约18分钟

    『Baba Is You』に最も近いのは『Stephen's Sausage Roll』と『Patrick's Parabox』で、共有しているのは倉庫番系ブロック押し(sokoban)の機構である。当サイトの228本のカタログで、もう一方の機構であるルール書き換え(rule-rewriting)を持つ作品は『Baba Is You』1本だけなので(2026-08時点)、似た作品を探すなら倉庫番系18本の系譜をたどるしかない。その17本から、近い順に8本を選んで並べました。

  7. 7.
    好谜题"想被解开"——Tom Hermans 以 Sokoban 讲述的三层:呈现、简洁、抱负
    2026-07-06 · Tsumiki · 约5分钟

    今天一篇。我以英文原文通读了解谜开发者 Tom Hermans(Auroriax)发表在 Game Developer(旧 Gamasutra)上的特稿博客《How to make a good puzzle - An explorable explanation(如何做出好谜题——可玩的解说)》。虽是 2018 年的文章,却是经久的入门经典:借助可实际游玩的 Sokoban 关卡,从呈现(Presentation)、简洁(Elegancy)、抱负(Aspiration)三层讲述何为好谜题。好谜题应当"想被解开";用最小的空间与步数搭建;理解可能性空间;每一关都教玩家新东西;并以独创的核心机制与神秘世界给予动机。作为被编辑媒体收录的实务者一手设计论,符合本汇总的可信度门槛。稍旧,故标注日期处理。

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