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「迷宫能成为“烧脑”游戏吗?」——FLEB 的 40 个免费迷宫,以及多加一条规则就能让迷宫脱胎换骨的设计
今天只有一篇。我读了解谜游戏专门媒体 Thinky Games 于 2026 年 9 月 24 日发表的文章《Are mazes "thinky"?》。文章以 FLEB(《Strange Jigsaws》开发者)的免费作品《20 Small Mazes》和新作《20 More, Somehow Even Smaller, Mazes》,以及自 1997 年运营至今的 Clickmazes 等为例,探讨“普通的迷宫”如何才能变成需要动脑的解谜。我还核对了 PC Gamer 的介绍文章、Steam 官方页面和 Clickmazes 本站,整理了为迷宫加入“转折”的设计手法。
Inside Toru Iwatani's Philosophy — Build a Maze, Then Hide That It Is One
A study of Toru Iwatani, the designer who planned Pac-Man (1980), built only from his own lectures and interviews. He made a maze game and then drew the maze walls as thin outlines so players would not notice it was a maze. He says to think by subtraction, he gave the same account of difficulty pacing in 1986 and in 2015, and in 2011 he scolded the industry for a flood of very simple games. A man who built the outer limit of simplicity criticising simplicity: this is an attempt to line that apparent contradiction up and read it.
