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Skipping Stones to Lonely Homes (2015) — The Bridge of Thrown Stones That Reached a Cosmic Train
On 21 August 2015, British puzzle designer Alan Hazelden released Skipping Stones to Lonely Homes, a free browser game. In it you throw stones to build bridges and search a shipwreck for timber, all built in PuzzleScript. This small work, born outside Steam, is linked — in the designer's own words — through that year's prototype Train Braining and the 2017 commercial release Cosmic Express, all the way to Order of the Sinking Star, a major puzzle title announced for 2026. I trace this decade-long voyage.
Mirror Isles / Skipping Stones to Lonely Homes (2014-2015) — How Two Free Jam Games Became Two Different Escape Islands, a Decade Later
In 2014 and 2015, London puzzle designer Alan Hazelden wrote two free PuzzleScript jam games, Mirror Isles and Skipping Stones to Lonely Homes. By his own account on his website, the former is the spiritual ancestor of his 2020 commercial release A Monster's Expedition, and both games are also credited as one inspiration and starting point for Jonathan Blow's new game Order of the Sinking Star, whose demo appeared in 2026. This piece traces, using only the developer's own words, how two weeks-long free experiments fed into two very different commercial puzzle games over more than a decade.
从一个部件出发,十五款迷你谜题各自分支——Thinky Collective 的「接力棒」式共同创作
今天只有一篇。我通读了原文——谜题专业媒体 Thinky Games 的一篇报道(作者 Corey Hardt,2026年7月24日发布,英语)。文中介绍的是由谜题制作者松散社群 Thinky Collective 轮流接力制作的新作《The Snake That Eats Puzzle Game Mechanics》。每位参与者只从前一位作者手中接过一个共享部件,并以此为基础从零设计一个单屏完结的迷你谜题——这是一种带有制约的接力棒式创作。我读到的,是十几款迷你游戏如何被松散地串联成一部合集的这种共同创作方法。
Skipping Stones to Lonely Homes (2015) — Throwing Stones Across Islands, the Free PuzzleScript Game That Fathered Two Descendants
On 31 August 2015, London-based puzzle designer Alan Hazelden quietly published a free browser game on his own site: Skipping Stones to Lonely Homes. A Sokoban-lineage puzzle built on indirect action — throwing stones whose ripples move distant lilypads — it is, by Hazelden's own account, the prototype behind the 'spiritual successor' A Monster's Expedition (2020), and one of the starting points for Jonathan Blow's decade-in-the-making Order of the Sinking Star (2026). This piece traces how one free hobbyist game fed into two major descendants a decade later.
From the same skeleton to a different puzzle: the Thinky Collective's “inherit just one thing” design experiment
One piece today. I read, in the original English, a Thinky Games article (by Corey Hardt, published July 24, 2026) from the edited puzzle-focused outlet. It covers how the Thinky Collective — a loose community of puzzle gamedevs — built the browser game The Snake That Eats Puzzle Game Mechanics. Normally they pass a single large PuzzleScript project around, each adding levels, art, or refinements. This time the method changed: each dev received just one piece of the previous person's game and had to make a miniature, single-level game from that shared element. The result is that adjacent games might share sprites while their mechanics have swapped, or keep the same level shape while a new look and context turn the puzzle into something else entirely. A constraint produced divergence, and a dozen-plus one-screen games were strung together. As an aspiring designer, I carried this home as a design template I want to try.
PuzzleScript(2013)——一行规则,量产了全世界的「推箱子游戏」
2013年10月,Stephen Lavelle(increpare)免费公开了浏览器解谜引擎 PuzzleScript。这个只需一行规则就能做出仓库番类谜题的工具,经由 Alan Hazelden 的早期作品,孕育出《A Good Snowman Is Hard to Build》,又经过 Hempuli 本人所说的“推箱子谜题复兴”,一路连到了《Baba Is You》的土壤。本文核实这条系谱。
让 LLM 造出一整款游戏,再让 AI 去试玩——ScriptDoctor 呈现的自动游戏设计现状
今天一篇。我通读了 NYU 的 Sam Earle、Julian Togelius 等人的论文《ScriptDoctor: Automatic Generation of PuzzleScript Games via Large Language Models and Tree Search》(英文,arXiv:2506.06524,投稿至 IEEE Conference on Games 的短论文)原文。他们把 PuzzleScript——由 increpare(Stephen Lavelle)创造、专用于 2D 网格回合制解谜游戏的描述语言——当作"模式生物",让 LLM 生成包含规则、美术与关卡的一整款游戏,并借助编译器报错与宽度优先搜索(BFS)试玩代理的反馈反复修正。给它几款人类制作的游戏作范例,产出质量明显提升;推理模型(o1、o3-mini)优于 GPT-4o。但最深的启示在失败一侧:看似最复杂的游戏,往往只是因为机制"坏掉了"才复杂——可解并不等于好玩。
Stephen Lavelle 的哲学 — 以「不解释」为作品
「Nah I don't feel like it(不,我不想说)」——面对玩家希望他解说自己作品设计的请求,Stephen Lavelle(increpare)只给出了这样简短的回答。这位为独立游戏开发者做了免费拼图引擎 PuzzleScript、并凭一己之力制作了被誉为《史上最难的索科班》的《Stephen's Sausage Roll》的开发者,500多部作品中的大多数都以免费形式公开发布。本文通过分析本人的博客与采访,考察其工作方式与哲学。
「能解」与「有趣」分道之处——PuzzleJAX 让机器去解 500 多款 PuzzleScript 游戏(arXiv,2025年8月)
今日一篇:论文「PuzzleJAX: A Benchmark for Reasoning and Learning」(arXiv 预印本,2025年8月),作者为 NYU、马耳他大学、金山大学(南非)与微软的研究者(Sam Earle、Graham Todd、Ahmed Khalifa、Julian Togelius 等)。他们将 Stephen Lavelle(increpare)于2013年发布的解谜制作语言 PuzzleScript 在 GPU 上重新实现,把全球作者所写的 500 多款游戏交给树搜索、强化学习与大语言模型去解。以设计者视角阅读,核心只有一点:「机器能否解开」与「对人是否有趣」是两回事。
无奖励、有约束、真社区——Thinky Puzzle Game Jam 6 背后的设计智慧
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。
AI 能从头造出一整款解谜游戏吗 —— 把「生成、试玩、修复」跑起来的 ScriptDoctor
让大语言模型(LLM)把一款解谜游戏——连同规则、图像、关卡——整个写出来,再交给编译器与搜索代理检查、要求重做:本文介绍这样一套自动游戏设计的实验系统 ScriptDoctor。题材是个人开发者熟悉的 PuzzleScript。按问题、方法、发现、用处、局限的顺序,读解为何展示人类制作的实例会大幅提高成功率、为何推理模型更占优,以及横亘在「可解」与「有趣」之间的距离。



