Background

Puzzle games are harder to make than they look.

Anton Slashcev

Puzzle games are harder to make than they look.

๐—ฃ๐˜‚๐˜‡๐˜‡๐—น๐—ฒ ๐—ด๐—ฎ๐—บ๐—ฒ๐˜€ ๐—ป๐—ฒ๐—ฒ๐—ฑ ๐˜๐—ผ ๐—ฏ๐—ฒ:
โ€ข Fun to solve
โ€ข Simple to understand
โ€ข Challenging, but fair

๐—ฆ๐˜๐—ฎ๐—ฟ๐˜ ๐—ต๐—ฒ๐—ฟ๐—ฒ:
โ€ข Instant feedback โ€“ players need to see their actions matter
โ€ข A satisfying โ€œahaโ€ moment โ€“ when everything clicks
โ€ข Multiple ways to solve โ€“ creativity over one โ€œrightโ€ answer
โ€ข Balanced difficulty โ€“ no massive spikes or dead ends

A great puzzle feels like a conversation, not a lecture.

๐—”๐—ป๐—ฑ ๐˜๐—ต๐—ฒ ๐—ฏ๐˜‚๐—ถ๐—น๐—ฑ๐—ถ๐—ป๐—ด ๐—ฏ๐—น๐—ผ๐—ฐ๐—ธ๐˜€?
โ€ข Clean, responsive controls
โ€ข Clear goals
โ€ข Mechanics like matching, merging, rotating
โ€ข Limits (time, moves, resources)
โ€ข Optional hints or boosters
โ€ข Rewards that feel earned

๐—ง๐—ต๐—ฒ๐—ฟ๐—ฒ ๐—ฎ๐—ฟ๐—ฒ ๐˜๐˜„๐—ผ ๐—ธ๐—ถ๐—ป๐—ฑ๐˜€ ๐—ผ๐—ณ ๐—ฝ๐˜‚๐˜‡๐˜‡๐—น๐—ฒ ๐—ฑ๐—ฒ๐˜€๐—ถ๐—ด๐—ป๐˜€:
1. Random-based โ€“ like Match-3 (depends on luck)
2. Skill-based โ€“ like Sudoku or The Room (pure logic)

๐—ฌ๐—ผ๐˜‚ ๐—ฎ๐—น๐˜€๐—ผ ๐—ป๐—ฒ๐—ฒ๐—ฑ ๐˜ƒ๐—ฎ๐—ฟ๐—ถ๐—ฒ๐˜๐˜† ๐—ถ๐—ป ๐˜†๐—ผ๐˜‚๐—ฟ ๐—น๐—ฒ๐˜ƒ๐—ฒ๐—น ๐˜๐˜†๐—ฝ๐—ฒ๐˜€:
โ€ข Regular = steady progress
โ€ข Bonus = quick rewards
โ€ข Paywall = tough levels that tempt purchases
โ€ข Tutorial = teach new mechanics
โ€ข Boosters-washout = designed so power-ups donโ€™t help much
โ€ข Combo = multiple mechanics, high complexity

๐——๐—ผ๐—ป’๐˜ ๐—ณ๐—ผ๐—ฟ๐—ด๐—ฒ๐˜ ๐˜๐—ต๐—ฒ ๐—ฝ๐—น๐—ฎ๐˜†๐—ฒ๐—ฟ’๐˜€ ๐—ท๐—ผ๐˜‚๐—ฟ๐—ป๐—ฒ๐˜†:
โ€ข Start easy. Introduce one rule at a time.
โ€ข Scale complexity slowly.
โ€ข Add new mechanics that build on the old ones.
โ€ข Keep the experience smooth and stable.

๐—”๐˜ƒ๐—ผ๐—ถ๐—ฑ ๐˜๐—ต๐—ฒ ๐—ฐ๐—น๐—ฎ๐˜€๐˜€๐—ถ๐—ฐ ๐˜๐—ฟ๐—ฎ๐—ฝ๐˜€:
โ€ข Too many mechanics too fast
โ€ข Unclear objectives
โ€ข Sudden difficulty spikes
โ€ข Laggy or confusing feedback

Whether itโ€™s 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.

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