Designing A Puzzle Game

Puzzle strike 2’s kickstarter page is here. Play in new window download. Janice turner, designer of assembly, talks about designing puzzle games. We talk about player experience, designing during nap times, how to make puzzles fun and not tedious, and more! And be sure to check out janice’s game, pilfering pandas, on kickstarter here. Nonlinear puzzle design relies on the player’s collection of tools to solve the task at hand. The second kind of puzzle is the nonlinear type. In this case, the beginning options and the end goal are fixed, but there are multiple ways of accomplishing the solution.

Janice turner, designer of assembly, talks about designing puzzle games. We talk about player experience, designing during nap times, how to make puzzles fun and not tedious, and more! And be sure to check out janice’s game, pilfering pandas, on kickstarter here. Nonlinear puzzle design relies on the player’s collection of tools to solve the task at hand. The second kind of puzzle is the nonlinear type. In this case, the beginning options and the end goal are fixed, but there are multiple ways of accomplishing the solution. The most famous example of this would be the titles from zachtronics who. Designing puzzles for video games can be quite a challenge when you don't know how to best go about it. In this quick crash course you'll learn a reliable 5. Puzzle design has evolved over the years, and we're going to talk about the evolution into iterative solutions, and the basic foundation of designing interesting (and fair) puzzles.

Play in new window download. Janice turner, designer of assembly, talks about designing puzzle games. We talk about player experience, designing during nap times, how to make puzzles fun and not tedious, and more! And be sure to check out janice’s game, pilfering pandas, on kickstarter here. Nonlinear puzzle design relies on the player’s collection of tools to solve the task at hand. The second kind of puzzle is the nonlinear type. In this case, the beginning options and the end goal are fixed, but there are multiple ways of accomplishing the solution. The most famous example of this would be the titles from zachtronics who. Designing puzzles for video games can be quite a challenge when you don't know how to best go about it.

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What Makes a Good Puzzle



Puzzles can be one of the most complex things in game design. In this video, I break down some great conundrums from favourite games, and share some knowledge from sharp puzzle designers, to find out what makes a good puzzle.

Support Game Maker's Toolkit on Patreon - patreon.com/GameMakersToolkit

Have Mark talk at your studio, university, or event - gamemakerstoolkit.tumblr.com

Further Reading / Viewing

Level Design Workshop: Solving Puzzle Design | GDC
youtube.com/watch?v=0xBJwrm9C8w

A Good Puzzle Game Is Hard To Build | Rock, Paper, Shotun
rockpapershotgun.com/2015/01/22/how-to-make-a-puzzle-game/

Games shown in this episode (in order of appearance)

Snakebird (Noumenon Games, 2015)
Braid (Number None, 2008)
Portal (Valve Corporation, 2007)
Stephen's Sausage Roll (increpare games, 2016)
Induction (Bryan Gale, 2016)
Yono and the Celestial Elephants (Neckbolt, 2017)
The Talos Principle (Croteam, 2014)
Cosmic Express (Draknek, 2017)
Deus Ex GO (Square Enix Montreal, 2016)
Pipe Push Paradise (Corey Martin, 2018)
Inside (Playdead, 2016)
Lara Croft GO (Square Enix Montreal, 2015)
The Swapper (Facepalm Games, 2013)
Portal 2 (Valve Corporation, 2011)
The Misadventures of P.B. Winterbottom (The Odd Gentlemen, 2010)
The Legend of Zelda: Skyward Sword (Nintendo, 2011)
Hue (Fiddlesticks Games, 2016)
The Turing Test (Bulkhead Interactive, 2016)
Black the Fall (Sand Sailor Studio, 2017)
Rise of the Tomb Raider (Crystal Dynamics, 2015)
Uncharted 4: A Thief's End (Naughty Dog, 2016)
Ittle Dew 2 (Ludosity AB, 2016)
Agatha Christie - The ABC Murders (Artefacts Studio, 2016)

Music used in this episode

Snakebird OST
k. Part 2 - 01 untitled 1, animeistrash

Contribute translated subtitles - amara.org/v/C3BEg/

How to Design a Puzzle Game In 5 Steps



Designing puzzles for video games can be quite a challenge when you don't know how to best go about it. In this quick crash course you'll learn a reliable 5 step process for coming up with absolutely outstanding logic puzzles in no time at all. Hope you find it useful. :)

Get my games on Steam:
Will You Snail: store.steampowered.com/app/1115050/Will_You_Snail/
ISLANDERS: store.steampowered.com/app/1046030/ISLANDERS/

Join our creative community on Discord: discord.gg/Ye6zzfQ

Thanks for watching. :)

The Art of Puzzle Design | How Game Designers Explore Ideas and Themes with Puzzles and Problems



This Video Explores the Art of Puzzle Design, and how game designers explore ideas and themes using both puzzles and problems. Puzzle design is often viewed as an arcane art only a few are privy to, but in this essay, we explore the many design philosophies creators have employed to manufacture them. What we find is there are as many ways to make a puzzle as there are puzzles themselves, and this pluralism feeds into what the purpose of puzzles have been and are in our society today.

Support the Channel on Patreon for Additional content
patreon.com/gameoveranalyser

We explore games as varied as The Witness, braid, Baba is You, Infinifactory, Stephens sausage roll and fez to support the idea that puzzle are ultimately the aesthetic form of thought itself.

Sources

Books
- The Puzzle Instinct Marcel Danesi
- Bob Bates -On game design
- Infinite Powers Steven Strogatz
- Is God a programmer? Geoff Simons

Videos

-Gdc talk Solving Puzzle Design Jolie Menzel
youtube.com/watch?v=0xBJwrm9C8w

- Empuzzlement Blow, droquen, Ten Bosche
youtube.com/watch?v=Ul_ZfzfHRek

-Designing to reveal the nature of the universe
youtube.com/watch?v=OGSeLSmOALU

-The Arcane art of puzzle dependency diagrams
gdcvault.com/play/1017978/The-Arcane-Art-of-Puzzle

-Open ended puzzle design at zachtronics
youtube.com/watch?v=U4uH1ynH3Rs

- Breaking Conventions with the legend of zelda
youtube.com/watch?v=QyMsF31NdNc&t=10s

-Making Baba is you
youtube.com/watch?v=8eTFea_UZcc

-Bob Bates Designing the puzzle
lucasstyle.com/tutorials/Designing_The_Puzzle.pdf

- A look back at fezs Black Monolith
kotaku.com/a-look-back-at-fezs-unsolvable-black-monolith-puzzle-1794358854

- Designing Baba is yous rule wrtiing system
gamasutra.com/view/news/342113/Designing_Baba_is_Yous_delightfully_innovative_rulewriting_system.php

-How to make a good puzzle
gamasutra.com/blogs/TomHermans/20180829/325469/How_to_make_a_good_puzzle__An_explorable_explanation.php

Gdc hearts and minds
youtube.com/watch?v=CrO5IGoPgcw

How Jonathan Blow Designs a Puzzle



For Jonathan Blow, a puzzle is never just a puzzle - it's a communication from the designer to the player about the game's universe. In this episode, I share the philosophy and design process of the brains behind Braid and The Witness.

Support Game Maker's Toolkit on Patreon - patreon.com/GameMakersToolkit

More on Blow's philosophy:

IndieCade: "Jonathan Blow & Marc Ten Bosch - Designing to Reveal the Nature of the Universe"
youtube.com/watch?v=OGSeLSmOALU

IndieCade: "Jonathan Blow, Marc Ten Bosch & Droqen - Empuzzlement"
youtube.com/watch?v=Ul_ZfzfHRek

Shivmoo: "Game City Jonathan Blow Braid Talk"
youtube.com/watch?v=gwsi7TEQxKc&feature=youtu.be

A MAZE: "Berlin 2014 - Masterclass with Jonathan Blow"
youtube.com/watch?v=3LDJt9zS8ko

Gamasutra: "Jonathan Blow: The Path to Braid"
gamasutra.com/view/feature/132180/jonathan_blow_the_path_to_braid.php

Gamasutra: "The Witness: Modeling epiphany"
gamasutra.com/view/news/218953/The_Witness_Modeling_epiphany.php

GrabItMagazine: "How To Design Deep Games with Jonathan Blow"
youtube.com/watch?v=d0m0jIzJfiQ&feature=youtu.be

GameSpot: "Break Room Interviews: Jonathan Blow"
youtube.com/watch?v=6OV2rYM6mRo&feature=youtu.be

GDC Vault: "Jonathan Blow - Truth in Game Design"
gdcvault.com/play/1014982/Truth-in-Game

Games shown in this episode (in order of appearance):

Braid (Number None, 2008)
The Witness (Thekla, Inc, 2016)
Oracle Billiards (Jonathan Blow, Unreleased)
Galstaff (Jonathan Blow, Unreleased)

Music used in this episode:

Greenhouse (The Swapper, Carlo Castellano)
Adventure (Fez, Disasterpeace)
Flower Girl (Gravity Ghost, Ben Prunty)
Terraforming (Gravity Ghost, Ben Prunty)
I just like to sleep under the stars (Gravity Ghost, Ben Prunty)

Other credits:

Simon Carless: "IGS 2007: Jon Blow - 'Indie Prototyping, Braid, & Making Innovative Games'"
youtube.com/watch?v=p4903fcskqY

JustJack: "Oracle Billiards Game"
youtube.com/watch?v=kKl8CM1Cft4

tvdays: "1980 RUBIKS CUBE IDEAL TOYS"
youtube.com/watch?v=AxU7e0qHk4o

Contribute translated subtitles - amara.org/v/C3BFd/

How Games Challenge Us - Empathy and Intuition in Puzzle Design - Extra Credits



How can we use empathy, intuition, and other types of design vectors to create interesting gameplay besides the most popular mechanics--which are based in reflex and logic challenges?
History of Virtual Reality, part 1: youtube.com/watch?v=bWIyzoqG-1Q brought to you thanks to Oculus Rift: bit.ly/2vJIFRZ

Subscribe to Extra Credits for more episodes every Wednesday! bit.ly/SubToEC
Get info about all our shows at becausegamesmatter.com

___________

Get your Extra Credits gear at the store! bit.ly/ExtraStore

Thanks for participating in this week's discussion! We want you to be aware of our community posting guidelines so that we can have high-quality conversations: goo.gl/HkzwQh

Contribute community subtitles to Extra Credits: youtube.com/timedtext_cs_panel?c=UCCODtTcd5M1JavPCOr_Uydg&tab=2

Talk to us on Twitter (@ExtraCreditz): bit.ly/ECTweet
Follow us on Facebook: bit.ly/ECFBPage
Get our list of recommended games on Steam: bit.ly/ECCurator
___________

Would you like James to speak at your school or organization? For info, contact us at: james-portnow.com
___________

♪ Intro Music: "Penguin Cap" by CarboHydroM
bit.ly/1eIHTDS

♪ Outro Music: “Strange Rock in the Heavens”
By: PRYZM
ocremix.org/remix/OCR02511

Level Design Workshop: Solving Puzzle Design



In this 2016 GDC talk, Ubisoft's Jolie Menzel explains what a puzzle is in the level design space, and explores techniques to create and refine puzzles that will elevate the player's experience in a given level.

Register for GDC: ubm.io/2gk5KTU

Join the GDC mailing list: gdconf.com/subscribe

Follow GDC on Twitter: twitter.com/Official_GDC

GDC talks cover a range of developmental topics including game design, programming, audio, visual arts, business management, production, online games, and much more. We post a fresh GDC video every day. Subscribe to the channel to stay on top of regular updates, and check out GDC Vault for thousands of more in-depth talks from our archives.

Puzzle Game Magic Secrets



In this 2019 GDC session, My Dog Zorro’s Brett Taylor approaches the art and science of puzzle game design through the unstoppably cool lens of human cognition.

Register for GDC 2022, in-person in San Francisco, March 21-25, 2022: gdconf.com/passes-prices/?_mc=blog_x_gdcsfr_un_x_gdcsf_x_x-1

Join the GDC mailing list: gdconf.com/subscribe

Follow GDC on Twitter: twitter.com/Official_GDC

GDC talks cover a range of developmental topics including game design, programming, audio, visual arts, business management, production, online games, and much more. We post a fresh GDC video every day. Subscribe to the channel to stay on top of regular updates, and check out GDC Vault for thousands of more in-depth talks from our archives.

Puzzle design: How to design point and click adventure game puzzles



Patreon: patreon.com/pointandclickd

The discord: discord.gg/Pp6hfkJ
My Twitter: twitter.com/pointandclickd

This time around we’re taking a deeper dive into what the building blocks of point and click adventure game puzzles actually look like, including using a live example to show how you can build your own puzzle dependency charts.

00:00 Intro
02:10 The anatomy of a puzzle
05:04 Broken Sword 2 as an example
06:18 Building a Puzzle Dependency Chart

References:

Dan Marshall’s blog:
gamasutra.com/blogs/DanMarshall/20140328/214187/How_to_Design_Brillo_Point_and_Click_Adventure_Game_Puzzles.php

Mark Brown’s puzzle design video:
youtube.com/watch?v=EDt6XXsRXag

Various LucasArts puzzle design resources
reddit.com/r/gamedesign/comments/3dtmg8/resources_for_creating_adventure_games_by_ron/

Lucidchart software:
lucidchart.com

#indie​ #devlog​

How To Build A Logic Puzzle



Building on what we've learned about mazes ( youtu.be/WShnM3lPxhk), let's take a look at how to design logic puzzles!
What is a logic puzzle?
A logic puzzle is a puzzle that requires rational calculation to solve – whether using inductive, abductive, deductive, or other type of reasoning. That is, to solve a logic puzzle, the player must be able to hold the puzzle as a system in their head in order to think a few steps ahead of their current situation, looking at both the individual parts of the puzzle and the puzzle as a whole, in order to both make and test hypotheses about how to solve it.
Basically, a logic puzzle challenges the player’s mind.

In this video, I show you how to build a logic puzzle and offer 3 techniques for designing logic puzzles:
1. Make the player hold lot of things in their heads at once to solve some aspects of the puzzle.
2. Make the player hold things in their head for varying timeframes. Some challenges should be immediate and some should be spread out over the duration of the puzzle. Vary the timeframe of your logical challenges.
3. Make the player hold different things in their heads at once. Players want to put things in linear order. So, interleave the aspects of your puzzle to challenge your player’s mind to be able to think about multiple things across different time frames, some immediate, some spaced out across longer periods of time, and some in between.

Check it out!

Also, here's the link to the video "How To Make A Player Stop and Think," which I mention in the video and promised to share: youtu.be/EOvqVXkN5rk

Point and Click Puzzle Design



Point and click adventures get a bad rap. Their loopy logic puzzles often come under fire for being incomprehensible and unfair. So lets look at how adventures can employ more responsible design - to stop you racing towards GameFAQs.

Support Game Maker's Toolkit on Patreon - patreon.com/GameMakersToolkit

Sources

Wired: "Broken Age brings back a classic feature: unfair puzzles"
wired.com/2015/04/broken-age-act-2-puzzles/

Old Man Murray: "Death of Adventure Games"
oldmanmurray.com/features/77.html

Find out more

Innuendo Studios: "Who Shot Guybrush Threepwood?"
youtube.com/watch?v=xOPiSYUSrQ0

RagnarRox: "Blade Runner - Looking back with Louis Castle"
youtube.com/watch?v=D623rBiAVX0

Grumpy Gamer: "Why Adventure Games Suck"
grumpygamer.com/why_adventure_games_suck

Games shown in this episode (in order of appearance):

Broken Age (Double Fine Productions, 2014)
Gabriel Knight 3: Blood of the Sacred, Blood of the Damned (Sierra Entertainment, 1999)
Discworld (Teeny Weeny Games, 1995)
King's Quest (Sierra On-Line, 1983)
Grim Fandango (LucasArts, 1998)
Full Throttle (LucasArts, 1995)
Antichamber (Demruth, 2013)
The Longest Journey (Funcom, 1999)
Day of the Tentacle (LucasArts, 1993)
The Secret of Monkey Island (LucasArts, 1990)
Gabriel Knight: Sins of the Fathers (Sierra Entertainment, 1993)
Indiana Jones and the Fate of Atlantis (LucasArts, 1992)
Machinarium (Amanita Design, 2009)
Riven: The Sequel to Myst (Cyan Worlds, 1997)
Monkey Island 2: LeChuck's Revenge (LucasArts, 1991)
The Inner World (Studio Fizbin, 2013)
Strong Bad's Cool Game for Attractive People (Telltale Games, 2008)
Gemini Rue (Joshua Nuernberger, 2011)
Dreamfall: The Longest Journey (Funcom, 2006)
Thimbleweed Park (Ron Gilbert and Gary Winnick, 2017)
Resonance (XII Games, 2012)
Technobabylon (Technocrat Games, 2015)
The Last Express (Smoking Car Productions, 1997)
Blade Runner (Westwood Studios, 1997)
Armikrog (Pencil Test Studios, 2015)
Broken Sword: The Shadow of the Templars (Revolution Software, 1996)
Dropsy (A Jolly Corpse, 2015)

Music used in this episode:

Overthinker, Lifeformed (Double Fine Adventure)
Locked Boxes, Lifeformed (Double Fine Adventure)
Gameboy Tune (Machinarium)
Forest Spirit Friends, Lifeformed and Vidboy (Groupees Game Music Bundle)
Cider, Lifeformed (Double Fine Adventure)

Lifeformed - lifeformed.bandcamp.com
Vidboy - vidboy.bandcamp.com

Clip credits:

"MacGyver - Parabolic Mirror" - CBS
youtube.com/watch?v=H4hzM1AX8iM

"Let's Play: Riven, Fire marbles" - Dilandau3000
youtube.com/watch?v=8-38Ye6ytyI

"Dreamfall: The Longest Journey, Part 8" - Natenator77
youtube.com/watch?v=Zou9hQFCypw

"Lets Play! Blade Runner, Part 1" - Vyakros
youtube.com/watch?v=o9pe-KPywa4

Contribute translated subtitles - amara.org/v/C3BFr/

Puzzle Solving... or Problem Solving



Most puzzle games are about discovering the one, designer-intended answer to a conundrum. Let's look at a different take on the puzzle genre, which takes inspiration from real-world problem solving.

Support Game Maker's Toolkit on Patreon - patreon.com/GameMakersToolkit

Sources

Play Zach's games
zachtronics.com

Gamasutra: "New educational video game used in schools"
gamasutra.com/view/pressreleases/154246/New_educational_video_game_used_in_schools.php

Gamasutra: "Postmortem: Zachtronics Industries' SpaceChem"
gamasutra.com/view/feature/172250/postmortem_zachtronics_.php

Rock Paper Shotgun: Zach Barth talks about Minecraft
rockpapershotgun.com/2011/01/20/proto-minecraft-abandoned-due-to-epic-error/

Games shown in this episode (in order of appearance):

Infinifactory (Zachtronics, 2015)
The Talos Principle (Croteam, 2014)
Snakebird (Noumenon Games, 2015)
Portal (Valve Corporation, 2007)
Limbo (Playdead, 2010)
The Swapper (Facepalm Games, 2013)
Mini Metro (Dinosaur Polo Club, 2015)
Kerbal Space Program (Squad, 2015)
Spacechem (Zachtronics, 2011)
Minecraft (Mojang, 2011)
Infiniminer (Zachtronics, 2009)
The Codex of Alchemical Engineering (Zachtronics, 2008)
Bureau of Steam Engineering (Zachtronics, 2008)
KOHCTPYKTOP: Engineer of the People (Zachtronics, 2009)
TIS-100 (Zachtronics, 2015)
Human Resource Machine (Tomorrow Corporation, 2015)
Quadrilateral Cowboy (Blendo Games, 2016)
World of Goo (2D Boy, 2008)
Bridge Constructor (Headup Games, 2012)
The Witness (Thekla, Inc, 2016)

Music used in this episode:

Human Ingenuity (Infinifactory)
Working (Spacechem)
Resource Site 528.81 (Infinifactory)
In Motion (Trent Reznor and Atticus Ross)
Opening (Spacechem)
Proving Grounds (Infinifactory)

Clip credits:

"Minecraft Compact Calculator" - FVDisco
youtube.com/watch?v=6fQvgiyx_6A

"Minecraft - The ICE GPU 2.0" - FVDisco
youtube.com/watch?v=UjmmWY1ih3s

"Minecraft 8 Track Music Sequencer" - FVDisco
youtube.com/watch?v=mjLDM1AY1-E

"Infiniminer Demolition Fun" - betasword
youtube.com/watch?v=Cd-eUIMPIjI

Contribute translated subtitles - amara.org/en-gb/videos/h47qPPsjwOf0/

The Best Level Design Of Any Puzzle Game



A Monster's Expedition Part 3 - we make it to the roller coaster. It's a fun area and really shows off the skill of the devs at designing puzzles. We also get teased for a potential late game area? What an absolute joy it is to play this game.
Edited by: BenBenRanger ( twitter.com/BenBenRanger)

A Monster's Expedition is a new open world puzzle game from the makers of Cosmic Express! Push, roll, and stack logs to hop from island to island, learning about humans along the way. Solve hundreds of puzzles in this massive open world adventure!

#aliensrock #monster #expedition

New to the channel? These links will help:
VOD Channel: youtube.com/channel/UCZAEMgC-droNbjdknkUMdJg
Twitch: twitch.tv/aliensrock
Twitter: twitter.com/Aliensrock50
Discord: discord.gg/JXxDQrv

Inside Inside's Puzzle Design - Breakdown



A lot of Inside's puzzles follow a pattern that helps keep them interesting.

Follow me on Twitter - twitter.com/nathanaustin97

More Breakdown videos - youtube.com/playlist?list=PLPAvyfEqWlHosVM511jVrJdqt5xwv95-y

Music: Tom Misch - Wonder (Aso Remake)
soundcloud.com/aricogle
open.spotify.com/artist/45Ui3GdcxzbdJhhTtZLXO8

Additional footage: youtube.com/watch?v=zsjC6fa_YBg
youtube.com/watch?v=-s_N97Rs2YI
youtube.com/watch?v=cCfUYngQxeM

Puzzle Games - Analyzing the Design of Bejeweled - Extra Credits



Enjoy a design lesson of the popular puzzle game, Bejeweled, and discover the complexity of the progression system that empowers players to keep playing instead of getting frustrated.
Subscribe for new episodes every Wednesday! bit.ly/SubToEC (---More below)

(Original air date: December 21, 2011)
_______

Get your Extra Credits gear at the store! bit.ly/ExtraStore
Play games with us on Extra Play! bit.ly/WatchEXP

Watch more episodes from this season of Extra Credits! bit.ly/2n8QcIn

Contribute community subtitles to Extra Credits: youtube.com/timedtext_cs_panel?c=UCCODtTcd5M1JavPCOr_Uydg&tab=2

Talk to us on Twitter (@ExtraCreditz): bit.ly/ECTweet
Follow us on Facebook: bit.ly/ECFBPage
Get our list of recommended games on Steam: bit.ly/ECCurator
_________

Would you like James to speak at your school or organization? For info, contact us at: [email protected]
_________

♪ Intro Music: "Penguin Cap" by CarboHydroM
bit.ly/1eIHTDS

♪ Outro Music: "Winter NiGHTS (Hey, Dreamer)" by Level 99
ocremix.org/remix/OCR02152/

♪ Pause music: "Dino Band Rehearsal" by McVaffe
ocremix.org/remix/OCR00544/

Escape Rooms: The HOLY GRAIL of PUZZLE DESIGN!



The designers of Escape Rooms face one of the greatest challenges in puzzle design: creating puzzles that are challenging enough for the pros, yet accessible enough for beginners. Sometimes they succeed and sometimes they fail!

- - -

Sources:

Craig Thompson - youtu.be/STROVQGRRiY
HigaTV - youtu.be/TbiHE7gsIpg
Brianna's World - youtu.be/AtMS9Z7J1gY
Ludodrome - youtu.be/h4wWITMUop0
VYB - youtu.be/yI55X0nM_Ks
OneWingedChris - youtu.be/TEBiT_2I6MU
Kym Yvonne - youtu.be/Tq0YxPsq1GM
Benjamaze Original - youtu.be/ikZfBzaT7R0
AimEscape - aimescape.com/
TERPECAs - topescaperoomsproject.com/

- - -

THANK YOU to my subscribers! If you enjoyed this video or you'd like to get involved I'd love to hear from you.

- - -

Music: Monsters by Dog
Copyright © Ben Roper 2020

How To Design A Puzzle Box : The Basics ( Tutorial )



Covering the basics and fundamentals of puzzle box design. Primarily focused on laser cutting but these fundamentals work both for laser cut and traditional woodworking.

If you have any questions please leave them in the comments and I'll do my best to get back to them as soon as I can.

Useful links:
How To Design A Laser Cut Finger Joint Box Accurately: youtu.be/FBSQGHBpBWg

In-depth Laser Kerf Video:
( Still in production )

Free Video Box File:
bit.ly/2ObkHcj

Programs I use:
Rihno 3D : rhino3d.com/
Illistrator : adobe.com/uk/products/ill...
Blender : blender.org/
Fusion 360 : autodesk.co.uk/products/f...

Support the Channel:
Etsy: bit.ly/MakerTales
Patreon: bit.ly/2kottHA

💡 Thinking of buying a Glowforge?
Use this link to save up to $500💸
glowforge.us/r/ZZQUPTED
*This link also provides me with some monetary support for more projects*
*and a HUGE thank you if you consider using it!*

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Taiji Game Development Log #22 - Puzzle Design



Taiji is an open-world puzzle game store.steampowered.com/app/1141580/Taiji/

Find out more at taiji-game.com

Puzzle Design Pacing | HUE - Game Design Deep Dive



HUE - What makes it work? Why is it so awesome? Rick and I discuss what we thing is great about the game and ultimately, what made it work.
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How Zelda's Puzzle Box Dungeons Work



My favourite Zelda dungeons are the ones that move, turn, change, and travel through time. After much research, I return from the depths of Hyrule with some Boss Keys and plenty of design details on how these puzzle box dungeons work.

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Sources

[1] Latest Zelda’s making process | Denfaminicogamer
news.denfaminicogamer.jp/english/170609b/3

[2] Water Temple | noclip.website
noclip.website

[3] Zelda Director Apologizes For Ocarina Water Temple, Hints At Link Taking Flight | Game Informer
gameinformer.com/b/news/archive/2009/11/29/aonuma-apologizes-for-water-temple.aspx

Games shown in this episode (in order of appearance)

The Legend of Zelda: Ocarina of Time (Nintendo, 1998)
The Legend of Zelda: Skyward Sword (Nintendo, 2011)
The Legend of Zelda: Breath of the Wild (Nintendo, 2017)
The Legend of Zelda: Majora's Mask (Nintendo, 2000)
The Legend of Zelda: The Wind Waker HD (Nintendo, 2013)
The Legend of Zelda: Twilight Princess HD (Nintendo, 2016)
The Legend of Zelda: Link's Awakening (Nintendo, 2019)
The Legend of Zelda: Oracle of Ages (Flagship / Nintendo, 2001)
The Legend of Zelda: Ocarina of Time 3D (Grezzo / Nintendo, 2011)
New Super Mario Bros. U (Nintendo, 2012)
The Legend of Zelda: A Link Between Worlds (Nintendo, 2013)
Hyper Light Drifter (Heart Machine, 2016)
Carto (Sunhead Games, 2020)

Music used in this episode

Music from The Legend of Zelda series, by Nintendo

Other credits

Karakuri puppet - からくり人形 | TokyoStreetView - Japan The Beautiful
youtube.com/watch?v=DgIDStgaybc

The Legend of Zelda: Twilight Princess Retrospective | Nintendo
youtube.com/watch?v=_7Sg54xwXFI

からくり文字書き人形実演 | 江戸東京博物館EDO-TOKYO-Museum
youtube.com/watch?v=GDI4RGVWxoQ

Mario Myths with Mr Miyamoto | Nintendo
youtube.com/watch?v=uu2DnTd3dEo

1980 RUBIKS CUBE IDEAL TOYS | tvdays
youtube.com/watch?v=AxU7e0qHk4o

Contribute translated subtitles… amara.org/en-gb/videos/gGFuKxB1hiOA/

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