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This is a practical talk all about puzzles in games. We explore the different reasons that we might want to add puzzles in our games as well as how to go about doing that. Starting from prototyping and ideation, we cover the various steps in the creation of a system that is ripe for designing puzzles. We look at the different factors of how to judge puzzles, their quality and difficulty. We end with going a little deeper and discussing how games as the perfect medium of exploration and interaction, and how puzzles can be a vehicle to do that.

Making Messier Games, or How I Learned to Stop Worrying So Much About Possibility Spaces
Tom Methven / Amicable Animal
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