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"One Mile at a Time" — Burn With Me's Case for a Deckbuilder That Refuses to Spiral
One piece today: Dayten Rose's demo review of the deckbuilder Burn With Me (Nozomu Games, releasing October 12, 2026), published September 9, 2026 on Thinky Games. The article contrasts the game with Balatro to argue that Burn With Me keeps deckbuilding's surface while pushing its substance toward a legible, linear puzzle — a designer betting on restraint in a genre that usually chases runaway score inflation.
How do you measure a "good mechanic"? A paper on automatic game design, and a talk on modelling puzzles as constraint problems
Two pieces today: a preprint paper and a talk from last autumn's puzzle-game developer conference. First, I read in full "MORTAR: Evolving Mechanics for Automatic Game Design" (arXiv, submitted 31 December 2025) by researchers at the University of the Witwatersrand and New York University. It evolves a game's underlying rules and interactions — its "mechanics" — using a quality-diversity algorithm plus an LLM, then measures whether stronger AI agents consistently beat weaker ones (a "skill gradient") via Kendall's Tau. Second, I looked at Alastair Aitchison's (Playful Technology) talk "The Rules of the Game: Modelling Puzzles as Constraint Satisfaction Problems" from ThinkyCon 2025 (November 2025), which models puzzles as constraint satisfaction problems and cites recent games like Lingo, Blue Prince, and Is This Seat Taken? Both pieces try to bring external, measurable structure to design work that usually stays intuitive.
"Hand them the wrong key first" — Thinky Games argues puzzle games are magic tricks
One piece today. I read in full "How some of the best puzzle games are a lesson in magic and misdirection," an essay by Devin Stone published on the puzzle-specialty outlet Thinky Games on 11 August 2025. Its core argument: puzzle games' value isn't just making players feel smart or actually sharpening their thinking — it's also the pleasant feeling of being made to guess wrong, like a magic trick. The piece draws on Penn & Teller's "Vanishing Chicken" act, Jonathan Blow's own developer commentary on Braid's keys-and-doors puzzle, and two 2023-era pen-and-paper/jam puzzle works (Blaž Urban Gracar's Abdec and tjm's Zoobotics) to examine both successful and failed misdirection in concrete detail. It's nearly a year old, so I'm covering it with the date clearly noted.
“与听不懂你的对象一起造语言”——The Message from Deep Space 所折射的“语言解读”解谜设计
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《Is this alien signal translation game the latest thinky hidden gem?》(Corey Hardt 署名,2026年7月7日)。文章介绍了上周发售的 The Message from Deep Space——你作为翻译者,通过数学与编程这类非常规渠道与地外文明进行首次接触——并指出“从最基本的原理出发、以一个个微小的理解逐步搭建词汇、与听不懂你的对象共建一门共同语言”的想法,近年正悄然渗入更多 thinky 游戏。让我在设计上感兴趣的是:这部作品把难度放在“协议的共同构建”而非“隐藏规则的发现”上——意义会随对方的回应而不断更新。它与 Chants of Sennaar 的语言解读、Return of the Obra Dinn 的推理一脉相承,却又不同:意义不是单向被“读解”,而是在收发往返中被协商。由于未能核实恰好落在最近1–3天内的新设计讨论,我以明确的日期处理这篇发布第4天、关注度高、且作为编辑媒体一手报道可信的文章。
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
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。
Metroidvania 结构入侵逻辑谜题,Hempuli 发明「弹性链接」
今天2篇。将 Metroidvania 战争迷雾结构引入纸面逻辑谜题的「数独Vania」系新类型——解得越多地图越广,甚至有Boss战(Thinky Games,Corey Hardt,2026年5月26日)。以及 Baba Is You 的开发者 Hempuli 发布的新纸面谜题类型「Elastic link」——带约束线段长度的画线规则在发布后被指出与 Herugolf 相似(hempuli.com,2026年4月3日)。
SSR 证明的"最少规则、最大深度",以及视点成为解法之时
今天两篇。Thinky Games 2026年4月21日发布的发行10周年特集——被谜题开发者们誉为"完美设计"的 Stephen's Sausage Roll 催生"sausage-like"这一新类型词的极限简约主义。以及 Thinky Third Thursday 2026年4月号(Alan Hazelden,4月16日)介绍的《A Little Perspective》——"视角转换"这一点让不可能变为可能的设计论,以及沿同一轴线构建中的新作《He Who Watches》。




