The bottom line
A puzzle matrix that pairs every two game mechanics gives a designer a concrete prompt, so puzzle ideas come from experimenting rather than from inspiration. That structure turned stalled level design into steady progress, with 26 levels in a month.
Key takeaways
- Level design stalled because "make an interesting puzzle" is too vague a goal. 2:45
- Building a new mechanic starts with a clear goal, like a block the robot can push left and right. That work felt like hyperfocused game development, with no lunch eaten.
- Pairing every two mechanics in a matrix gives each puzzle a concrete starting point. 3:49
- Electromagnet plus drill: a magnet stuck under the drill escapes quickly near the tip and slowly on the far side. That timing trick became the whole solution, and the level was built backwards from it.
- Each finished puzzle made the next one easier. 6:07
- He learned to watch how many actions the player has at once, and to lure players into a wrong assumption.
- Every new blocking mechanic joined his toolbox, and rewiring buttons down to one click made experimenting faster.
- A puzzle bible that lists the mechanics in each level shows where the progression jumps. 8:37
- Level four added orange buttons, green buttons, lasers and moving platforms at once. That gap became a set of new levels that teach those mechanics first.
- The result is 26 levels and a visible road map, but only playtesting can judge them. 9:45
- Not every combination makes a good puzzle, and progress was sometimes still slow.
- Creators cannot gauge their own puzzles' quality or difficulty, so a demo goes to family, friends and Patrons next.
So far it's been like climbing a mountain where the peak is obscured by fog, but in January I felt like I could finally see the summit.
Mark Brown
Chapter summaries
0:00 A 30-puzzle challenge that stalled
| Mechanic work | Level design | |
|---|---|---|
| Starting goal | Block robot can push left/right | Make an interesting puzzle |
| Stamina | Hours on end, skipped lunch | A couple of hours a day |
| How it felt | Hyperfocused, like old times | Like pulling teeth |
| Results | Steady progress | Few good puzzles, felt like flukes |
Making puzzles on demand was slow and draining, even though building new mechanics still felt great.
- Coming up with puzzle ideas on demand was painfully hard. 0:57
- The goal for January 2023 was 30 puzzle chambers of real content, not throwaway test levels.
- His few good puzzles felt like flukes, so progress was like pulling teeth.
- He could only work a couple of hours a day before getting bored and burnt out.
- He wondered if he was done with the game after more than a year, plus a four month break.
- Mechanic work felt easy because it started with a clear goal. 2:11
- New buttons, doors and blocks meant art, code, testing and tools, and he lost track of lunch.
- A level only has the goal "make an interesting puzzle", which is too ambiguous.
- A mechanic goal is concrete: a block the robot can push left and right.
3:09 The puzzle matrix
Pairing every two mechanics in a grid turns a vague goal into a concrete experiment.
- A matrix of mechanic pairs gives each puzzle a starting point. 3:39
- Patrick Traynor, creator of Patrick's Parabox, wrote the post that inspired it.
- Screenshots of every mechanic go across the top and down the side, with duplicates removed.
- Each cell is two mechanics, such as the electromagnet and the drill, dropped into an empty Unity room with a few extras.
- Experimenting with a pair reveals a trick, and the level is built backwards from it. 4:28
- A magnet stuck under the drill escapes fast near the tip and slowly on the far side.
- The player must trap it away from the tip to reach the doors in time.
- Other pairs tried: electromagnet plus laser, block plus drill bit, laser plus wheelie block.
- Motivation came back because the matrix gave him a prompt and a jumping off point.
6:04 Why each puzzle got easier
Puzzle design sped up because skill, mechanics and tools improved together.
- Practice builds puzzle sense like a muscle. 6:13
- Too many available actions confuse the player.
- Too few let the player repeat the obvious move until it works.
- Repeating the obvious move solves the puzzle "without actually solving it".
- He reused an idea from his earlier puzzle video: lure the player into a wrong assumption, so they get stuck and think laterally.
- Each new blocking mechanic closes shortcuts for good. 6:58
- A puzzle must force one specific action, so easier routes need cutting off.
- Examples: a laser that stops the player but not the magnet, or the reverse.
- Other examples are a button that must be held down, and a door that flips a switch each time you pass through.
- He swapped a flippy lever for a spinning fan blade, which combines with more mechanics in the matrix.
8:37 Ordering levels with the puzzle bible
A slide per level shows which mechanics each puzzle uses, so progression gaps become visible.
- Listing mechanics per level exposes jumps and turns them into new levels. 8:37
- Each level gets a Keynote slide, so stages can be reordered to introduce mechanics slowly.
- The goal was 30 levels in January. He finished about 26.
- Level one has the red block, electromagnet and touch buttons. Level two adds blue blocks. Level three adds the drill bit and winch.
- Ordering by difficulty waits until after playtesting.
10:19 The road ahead
The finish line is now visible, but many months of work remain.
- The remaining work is a clear list. 10:32
- More levels, a story with cut scenes, and a level select screen.
- Music, polish, bug fixing and release.
- He expects "still many many months" of work.
- The visuals were also overhauled, so the game looks like "a proper, bona fide video game".
- A demo goes out for playtesting first. 11:05
- Patrons can play it in the "Developing with Mark" thread on the GMTK Discord.
- The next update is hoped for in March.
In the growth library
Mark Brown, creator of Game Maker's Toolkit, making his first game. Teaches a repeatable way to generate puzzle ideas by pairing every mechanic against every other, then ordering and filling gaps in the level list. The worked example is the electromagnet plus drill bit puzzle, where the magnet's escape time depends on where it is trapped.
Lessons that draw on this:
More from Game Maker's Toolkit · The whole library, and ask it anything