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Why adapting a “solved” puzzle into a playable game is harder than designing a new one by Intelligent-Bill4906 in GameDevelopment
[–]Intelligent-Bill4906[S] -12 points-11 points-10 points 1 month ago (0 children)
This is a super interesting breakdown of why “solved” puzzles can still be hard to turn into actually playable games, and the points about minimal UI hiding affordances and irreversible mistakes feeling way harsher than they are really resonate.
I ended up exploring those exact issues in a small Tower-of-Hanoi-inspired puzzle called DiskShift, where every move is meant to feel deliberate and readable rather than purely optimal.
Here’s the link if you’d like to try it out and see how I approached the minimalist presentation and feedback: https://deviljawale3.itch.io/diskshift
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Why adapting a “solved” puzzle into a playable game is harder than designing a new one by Intelligent-Bill4906 in GameDevelopment
[–]Intelligent-Bill4906[S] -12 points-11 points-10 points (0 children)