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We built a daily logic puzzle platform specifically for people aged 60-80 who'd never played puzzle games—an underserved market with time, money, and fewer competitors. Surprisingly, this approach—crystal-clear rules, lower difficulty curves, milder art—made our game better for everyone, including younger casual players seeking a "morning wakeup" ritual. We'll share specific design decisions for older audiences and why the thinky games community should care about this demographic.

Adapting a Word Game: How Alphabirds Became Birdigo
John August and Corey Martin

Is a Puzzle Game Without An Undo Still A Puzzle Game?
JohnLee Cooper
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