We Need More Easy Puzzle Games!

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Puzzle games are not my favorite genre, but I  think it’s mainly because I absolutely suck at   them. I’m pretty sure I’ve seen better gameplay  from a blind beaver and this happens without   fail every puzzle game I play. Nothing is more  demoralizing than being stuck on the same screen   for an hour with no idea of what to do or where to  start, but that’s the price you pay when you have   a brain the size of a small pebble. That’s why  I was so surprised to play 3 puzzle games over   the last year that not only captured my interest  with unique ideas and clever design, but also felt   really…easy. And I don’t mean that as a bad thing  at all, the opposite in fact. Somehow these titles   took me and my dumb smebble brain and made me feel  like a genius. Let’s talk about how they did it. The first game I played was Cocoon, which is the  latest from Jeppe Carlsen known best   for his work on Limbo and Inside, or if you’re  like me, his expertly crafted rhythm game, 140   (yes that is me getting the world record in that  game almost 10 years ago). So I was definitely   expecting a quality release when I downloaded  it, but what I did not expect was for it to   absolutely blow my mind into a million pieces.  For the uninitiated, the main hook of Cocoon   is that you can carry these orbs on your back but  they actually house full worlds that you can leap   into to solve further puzzles, so eventually you  gain new abilities and multiple orbs to juggle   at once as well as taking orbs into other orbs,  yeah it's some Inception level stuff for sure.  The thing that was so fascinating about it  though, is that I never got stuck - for a game   that seems so mind-bending on paper it does such  a good job of teaching you mechanics and slowly   ramping up the challenge that it always seemed  logical and naturally intuitive. But again, it’s   not so easy that it feels boring or disengaging  either, and this was a very specific game design   goal for Jeppe from the get go - “when I stopped  asking myself is this puzzle challenging enough   and instead asked is this puzzle stimulating  enough, Cocoon became a much better game.”   “One design trick is to always show as many  points of interest as possible at the first   screen when you jump into an orb world. Did I  forget something in here? Oh, there it is.” “When   beating a boss you gain a new orb ability  but a more subtle reward is that the level   design becomes linear for a while (one world, one  orb), so that the game always feels well paced”.  You see, the key to making a multi-world exploring  puzzler is to reign back the complexity and   simplify down to its core essentials. There’s  literally only 1 button in this game, you can   interact with objects and move around - that’s  it. There’s no dialogue or text boxes, everything   is taught to you through gameplay. Forget  collectibles, branching paths or hidden alcoves,   there’s very little fluff along the linear path  leaving you to solely focus on the task at hand.   Plus there’s rarely more than just a few objects  on screen at a time so the solution is always   going to be a bit closer than you would think.  They also made sure the sound design gives strong   feedback to let you know you’re on the right track  as you deconstruct puzzles. Jeppe wanted to make   sure you develop a level of trust with the game,  like ‘hey you got this, and I got your back’. It’s   simply a master class in intrigue, evolution  and making the complex feel understandable. Next I played Chants of Sennaar which is all about  exploring an unfamiliar world and piecing together   a language you don’t understand through context  clues around you. As you see symbols from word   bubbles or signs in a village, it will show you  pictures in a notebook that you have to mix and   match the correct answers to, and similar to  Return of the Obra Dinn, it will lock in your   answers if you get an entire page correct.  Unlike Obra Dinn, though, which was a game   I found especially challenging because there are  near limitless possibilities when you’re piecing   together how the crewmates met their death,  there’s only a small pool of words in Chants of   Sennaar so it doesn’t feel nearly as overwhelming.  If you don’t know a specific set of words yet,   you can always continue to hunt for more clues  and eventually the process of elimination can   help narrow down the last few solutions. One of my favorite features is that you   can type in a guess of what you think  it is before finalizing its definition,   so if you’re at least in the ballpark of the right  idea, it can help you piece together the rest   of a sentence and understand the main thought  someone is saying. It doesn’t hold your hand,   but there are numerous ways to go about finding  the puzzle pieces, and then once you’ve understood   the ins and outs of a particular language’s  grammar and syntax, it tests you with a final   challenge, which then opens up the next area  with an entirely new set of symbols to decode.  What’s so clever here is that some languages  have certain rules that are not followed in   others so for example, plurals in the first  area are denoted by having two of the same   thing next to each other, but in the next location  a specific symbol is used for plurals. Likewise,   another language used by scientists holds  all numbers so you need to understand how   they count and how to increase from tens to  hundreds, etc. Each new tribe has its own   flair and personality so even if they use  the same words it might be described in a   totally different way. And then of course at  the end it asks you to translate between the   languages which is especially rewarding as it  almost feels like you’re learning a real-life   skill in the process. But because it takes its  time to introduce these concepts I never felt   like I was out of my depth even though this was  a type of game I’d normally fail miserably at. Finally and most recently, I tried out Isles  of the Sea and Sky which apparently is a   Sokoban puzzle game? I don’t know what that  word means but you’re pushing blocks around   and stuff. Normally I wouldn’t really give this  style a try but the pixel art really drew me in   and a few other elements as well - once you find  your turtle companion it turns into an open world   where you can explore more islands depending on  the number of stars you collect so if you feel   stuck in a particular area you can always go  see if something new has opened up. Also, each   island has a powerup to increase your mobility and  elemental avatars once you collect enough gems to   switch up puzzles and increase your flexibility  in how you solve them, so in a lot of ways it   ends up feeling like an adventure/exploration  game just as much as a single screen puzzler.  And yes it has the trappings that I normally  dislike in the genre of having way too many   elements to think about at once, but one key  change made it feel entirely different - some   blocks unlock permanently once you destroy  them, which forever changes how that screen   can be completed. This means that even if a puzzle  is more challenging and takes awhile to unpack,   along the way you’re making incremental  progress that either speeds up the process   or makes the final solution possible if you  restart the screen. There’s often multiple   rewards in a single puzzle so you can solve  it one way and then start again using the   pieces in a different way to get another. The result is an experience that never felt   frustrating or like I hit a roadblock - there’s  always more islands to explore, the powerups   constantly change how you approach challenges,  and as you make bite-sized progress it makes   sections easier to move around in so the push and  pull of difficulty is always in a nice, rewarding   balance. Plus the power ups make backtracking to  old areas just as enjoyable because new sections   are constantly becoming available to you. Another  problem I often have with other puzzle games is   that it’s so easy to just look up answers if you  get stuck. Isles of Sea and Sky skirts this issue   by having some puzzles randomized each playthrough  so the answers can’t be easily replicated,   but this does require a lot of trust in your  game design to ensure the player doesn’t get   frustrated and feels like they have the skill  to overcome the challenge. The beauty is, that   unlike the first two games, Isles of Sea and Sky  is chocked full of secrets and hidden pathways,   so while some of the puzzles are a bit harder than  Cocoon or Chants of Sennaar there’s simply more to   do and find when you need a brain break. Keys,  stars, gems, medallions, they all are in service   of unlocking the final set of levels at the heart  of the island once you’ve mastered the mechanics. So what did I learn from my foray into easier  puzzle games? Well, it seems that the best design   doesn’t come from how much can be crammed into a  particular puzzle, but rather teaching the player   all the pieces necessary before dropping them  into the deep end. Even if a particular concept is   interesting or has a lot of potential, it doesn’t  mean that it needs to be in the final game - Jeppe   actually cut several other orb powerups from  Cocoon because he didn’t want to convolute or   overwhelm the experience, so even at its hardest  you’re never balancing too many elements at once.   Also, feeling smart and feeling stimulated can  be different things, or rather, you don’t have   to have the most in-depth puzzle for the player  to still have a beautiful a-ha moment. It’s   about pacing and how the puzzle is presented  to the player, not necessarily magnitude.  I even learned how to be a better puzzle solver  as well - like how to work backwards from the   solution rather than just brute forcing  pieces around trying to get somewhere.   Okay I need this star, but to get that I  have to open this lock but that’s blocked   by this so my first step is to get over that  hole. Okay I got it, let’s do this. In a lot of ways,   these easier puzzle games feel like a gateway  drug to the rest of the genre, and it’s been   such a breath of fresh air compared to others I  had gotten frustrated with in the past. That’s   why we truly need more of them so that as many  people as possible can experience the perfect   epiphany that only a true puzzler can provide. What’s your favorite puzzle game? Is there one   in particular that really got you into the genre  in the first place? What was so special about   that one for you? Tell me in the comments  below and let’s talk about it. Thanks for   watching and welcome back to the Summer of Snoman,  more videos to come soon. Stay frosty my friends!
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Channel: Snoman Gaming
Views: 10,577
Rating: undefined out of 5
Keywords: easy puzzle games, puzzle games, good puzzle games, cocoon, chants of sennaar, isles of sea and sky, isles sea sky, puzzle game design, how to make good puzzles, good game design, puzzle design
Id: 17PawxsLdzY
Channel Id: undefined
Length: 9min 53sec (593 seconds)
Published: Wed Jul 03 2024
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