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Stephen's Sausage Roll

A notoriously difficult puzzle game about pushing and cooking sausages on a grill.

3 sources3 tips

Where Stephen's Sausage Roll comes up3 episodes and tests

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?
In short

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.

At a glanceThe Clover's obvious move traps players into a first failure
  1. 1Assume the obviousNearest grills look like the answer
  2. 2Roll all three sausagesEach goes onto the nearest grill
  3. 3Exit becomes unreachableNo way left to reach it
  4. 4Hit the central catchFirst failure feels like a joke
  5. 5Learn by failingPlayers see how the puzzle is built

From Mark Brown on Stephen's Sausage Roll

What was said about 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.

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