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Patrick's Parabox

A puzzle game about boxes inside boxes, made by Patrick Traynor.

patricksparabox.com1 source3 tips

Where Patrick's Parabox comes up1 episode or test

Gcreator of Game Maker's Toolkit, making his first game, Mind Over Magnet testDon't make this assumption about your players (Developing 10)
In short

The sources cover Patrick Traynor's advice, not Parabox's own results. After playing the Mind Over Magnet demo for two hours, he urged making limits obvious and simplifying levels even if the game got easier. After the rework, GDC players called it 'a real video game' and wouldn't return the Steam Deck. Lesson: treat tedium as a flaw, show what players can't do, and don't assume they share your skill.

At a glanceBrown ignored Traynor's advice to simplify until playtests proved it
  1. 1Traynor plays demoTwo hours with Mind Over Magnet
  2. 2Advises simplifying levelsEven if the game gets easier
  3. 3Brown ignores itUntil his dad's playtest
  4. 4Levels get reworkedGame made easier after the playtest
  5. 5GDC players find it rightChallenge about right; one level still fiddly

From Patrick Traynor's advice to Mark Brown

What was said about Patrick's Parabox

  • Patrick Traynor advises making a puzzle's limits obvious to players. After playing the Mind Over Magnet demo for two hours, Traynor told its maker, Mark Brown, to show clearly what the player cannot do. If a gap is too wide to jump, make it very wide. If a door closes too fast to pass, have it snap shut immediately.

    The aim is to let players rule out wrong approaches so they don't waste time on impossible solutions. Traynor's phrasing: "So, if a gap is too big for the player to jump, it should be a really big gap."

  • Traynor says to simplify levels when testers find them tedious, even if easier. Traynor advised Brown to simplify levels even if that made the game easier. Brown ignored it until his dad's playtest. After the rework, GDC players found the challenge about right.

    Players called Mind Over Magnet 'a real video game' and refused to give the Steam Deck back until they finished. One fiddly level still needed more simplifying. Brown: "Turns out it was completely the right move to make the game easier, and in fact, I hadn't gone far enough."

  • Traynor treats thinking like a player as a skill you can hone. Designers who have played for months know the rules as well as their author. That leads to overtuned difficulty and mechanics that are never taught. Traynor says putting yourself in the player's shoes can be improved over time.

    Brown made both errors in Mind Over Magnet: difficulty tuned too hard and mechanics left untaught. His takeaway: "always challenge your assumptions about your players."

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