๐ฃ๐๐๐๐น๐ฒ ๐ด๐ฎ๐บ๐ฒ๐ ๐ป๐ฒ๐ฒ๐ฑ ๐๐ผ ๐ฏ๐ฒ: โข Fun to solve โข Simple to understand โข Challenging, but fair
๐ฆ๐๐ฎ๐ฟ๐ ๐ต๐ฒ๐ฟ๐ฒ: โข Instant feedback โ players need to see their actions matter โข A satisfying โahaโ moment โ when everything clicks โข Multiple ways to solve โ creativity over one โrightโ answer โข Balanced difficulty โ no massive spikes or dead ends
A great puzzle feels like a conversation, not a lecture.
๐ง๐ต๐ฒ๐ฟ๐ฒ ๐ฎ๐ฟ๐ฒ ๐๐๐ผ ๐ธ๐ถ๐ป๐ฑ๐ ๐ผ๐ณ ๐ฝ๐๐๐๐น๐ฒ ๐ฑ๐ฒ๐๐ถ๐ด๐ป๐: 1. Random-based โ like Match-3 (depends on luck) 2. Skill-based โ like Sudoku or The Room (pure logic)
๐ฌ๐ผ๐ ๐ฎ๐น๐๐ผ ๐ป๐ฒ๐ฒ๐ฑ ๐๐ฎ๐ฟ๐ถ๐ฒ๐๐ ๐ถ๐ป ๐๐ผ๐๐ฟ ๐น๐ฒ๐๐ฒ๐น ๐๐๐ฝ๐ฒ๐: โข Regular = steady progress โข Bonus = quick rewards โข Paywall = tough levels that tempt purchases โข Tutorial = teach new mechanics โข Boosters-washout = designed so power-ups donโt help much โข Combo = multiple mechanics, high complexity
๐๐ผ๐ป’๐ ๐ณ๐ผ๐ฟ๐ด๐ฒ๐ ๐๐ต๐ฒ ๐ฝ๐น๐ฎ๐๐ฒ๐ฟ’๐ ๐ท๐ผ๐๐ฟ๐ป๐ฒ๐: โข Start easy. Introduce one rule at a time. โข Scale complexity slowly. โข Add new mechanics that build on the old ones. โข Keep the experience smooth and stable.
๐๐๐ผ๐ถ๐ฑ ๐๐ต๐ฒ ๐ฐ๐น๐ฎ๐๐๐ถ๐ฐ ๐๐ฟ๐ฎ๐ฝ๐: โข Too many mechanics too fast โข Unclear objectives โข Sudden difficulty spikes โข Laggy or confusing feedback
Whether itโs Wordle, Candy Crush, or The Room, great puzzle games all follow these principles.
Thinking of making your own? Start small. Start clever. And design for the “aha” moment.