A notoriously difficult puzzle game about pushing and cooking sausages on a grill.
Gcreator of Game Maker's Toolkit, making his first game, Mind Over Magnet testDon't make this assumption about your players (Developing 10)
Gcreator of Game Maker's Toolkit, making his first game testThe stuff no one tells you about game development (Developing 7)
Gcreator of Game Maker's Toolkit testWhat Makes a Good Puzzle?Stephen's Sausage Roll is cited across Game Maker's Toolkit videos as a hard puzzle game with an open structure that lets stuck players skip levels and return later. Its level The Clover lures players into rolling three sausages to the nearest grills, which blocks the exit. Lesson: design a wrong assumption as the entry point, and let stuck players move on instead of walling them off.
From Mark Brown on Stephen's Sausage Roll
The Clover lures players into rolling sausages onto the nearest grills. In The Clover, a level by Stephen Lavelle, the obvious move is to roll all three sausages onto the nearest grills. Doing so leaves no way to reach the exit, so the player walks into the puzzle's central catch.
The false assumption gives players a starting point and nearly guarantees a first failure that feels like a joke at their expense. They learn how the puzzle is built while failing. Mark Brown's description: "The developer, Stephen Lavelle, has used an assumption to walk the player right into the puzzle's central catch."
Stephen's Sausage Roll lets players skip stuck levels and return later. Like Braid and Baba Is You, it lets players skip levels, play out of order and come back. Portal and Inside, by contrast, are linear.
Mark Brown prefers this structure because one hard puzzle should not become a wall. He built a hub with doors between puzzles in Mind Over Magnet for that reason. He said: "I'm not keen on giving the player a big brick wall just because they got stumped on one of the puzzles."
People who finish it are expert puzzle players, a narrow audience. Mark Brown worried that experts who had finished Stephen's Sausage Roll and Baba Is You would find his gentler game simple. He concluded they were not his audience.
He targets fans of gentle puzzle adventures such as Toki Tori, Boxboy, Inside, Limbo and Portal. His point was that a clear target audience tells you whose playtest feedback to weigh.
Mark feared its expert fans would find his game simple, but they are not his target audience.
People who finish it are expert puzzle players, a narrow audience. Mark Brown worried that experts who had finished Stephen's Sausage Roll and Baba Is You would find his gentler game simple. He concluded they were not his audience.
He targets fans of gentle puzzle adventures such as Toki Tori, Boxboy, Inside, Limbo and Portal. His point was that a clear target audience tells you whose playtest feedback to weigh.
Cited as a puzzle game that lets players skip levels and come back later, which Mark prefers to walling off a stuck player.
Stephen's Sausage Roll lets players skip stuck levels and return later. Like Braid and Baba Is You, it lets players skip levels, play out of order and come back. Portal and Inside, by contrast, are linear.
Mark Brown prefers this structure because one hard puzzle should not become a wall. He built a hub with doors between puzzles in Mind Over Magnet for that reason. He said: "I'm not keen on giving the player a big brick wall just because they got stumped on one of the puzzles."
In The Clover, a trap by Stephen Lavelle, rolling all three sausages onto the nearest grills leaves no way to reach the exit. The false assumption gives a starting point and ensures a first failure that feels like a joke at your expense.
The Clover lures players into rolling sausages onto the nearest grills. In The Clover, a level by Stephen Lavelle, the obvious move is to roll all three sausages onto the nearest grills. Doing so leaves no way to reach the exit, so the player walks into the puzzle's central catch.
The false assumption gives players a starting point and nearly guarantees a first failure that feels like a joke at their expense. They learn how the puzzle is built while failing. Mark Brown's description: "The developer, Stephen Lavelle, has used an assumption to walk the player right into the puzzle's central catch."
GamesA Zelda adventure where Princess Zelda copies objects and monsters as echoes to solve puzzles and fight.
GamesNintendo's long-running action-adventure series about Link exploring Hyrule, solving puzzles and fighting Ganon.
GamesA major video game publisher and the guest's employer.
A puzzle platformer where you escape a factory using a magnet and a magnetic field.
GamesAn open world action game where you recruit and play any of London's citizens.
GamesA combat-focused action adventure game from Santa Monica Studio with Norse mythology and light puzzles.
Mark Brown's first game, a puzzle game he made while learning Unity.
GamesA first-person stealth action game from Arkane with supernatural powers and the Clockwork Mansion level.