Posting about games and stuff

Monthly Update: May 2025 (Plus Cerebral Puzzle Showcase demos)

Between Blue Prince, and some chatter about other games, I really got the craving to work on Sorcerous Stacks. I've got a rough design sketched out for an alpha/demo with a few puzzles that I could do, but I do need to pick somewhere in it to actually start making. All I actually did in the Godot project this month was add some silly references:

Screenshot of a pixel art prototype. A grey-robed figure looks at a bookshelf. A text box below reads "You pull a random book from the shelf: 'Maize: Grow the World's Toughest Vegetable.' It doesn't look useful, so you put it back."

Anyway, the Cerebral Puzzle Showcase event just started, and while I won't have time for most of the event, I played a couple of demos between the first day and ones that put up their demo early. A few highlights:

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Monthly update: March 2025

The theme this month was to close out some loose ends: posting the rest of the metapuzzle blog series, as well as publishing the post-jam update for Meticulous Microbes. (10 new puzzles, save functionality, and some other QoL stuff)

No idea what the next month or two's going to look like dev-wise since I'm busy with other stuff. Ludum Dare this weekend's tempting, but it's a long shot whether I'll have time for it.

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Musings on metapuzzles, part 6: Non-spoilery summary/conclusions

The Tunic post might come later, but for now I'll try to put together some sort of takeaways that don't spoil stuff:

  • The definition I'm working with for metapuzzle is a puzzle that brings together information or resources across a broader scope than a single puzzle.
  • In a puzzlehunt, information usually takes the form of puzzle answers, which can be combined either on their own or with some additional information (a shell).
    • In a puzzle game, the information can take many different forms (codes, rules knowledge, lore/story knowledge...), so there needs to be a way to determine what's even part of the metapuzzle.
  • In a puzzlehunt, resources are usually more abstract like a count of puzzles solved, or something other than the answer that you're given as you solve each puzzle.
    • In a puzzle game, that can be something like an object in the puzzle's rule system like "you get a block in the overworld when you solve a puzzle", or a more complex way to affect the metapuzzle's state.
  • Puzzlehunt metas are usually solvable without solving all of the puzzles that feed into them, but the more you have the easier they get.
  • Looking for commonalities is a common skill in puzzlehunt puzzles, and doing so in a puzzle game can be a first step in its own metapuzzle.
  • Breaking the abstraction layer and having the meta more deeply interact with individual puzzles makes design a lot more complex, but often makes the experience more cool and memorable.

Thanks for reading!

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