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How to design puzzles with a catch and a revelation

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Chapter 24 of 26 · Teaching players and designing levels
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1. Finding Product-Market Fit
Test for real customer pull earlyPick a narrow niche to start inLaunch a simple first version fastLearn from users and customersRead early signs of product-market fit
2. Onboarding and Activation
Structure onboarding as a storyAsk and use onboarding questionsGet users to the aha moment fastDecide how long onboarding should beBuild quiz funnels for paid traffic
3. Paywalls and Pricing
When to choose a hard paywall over freemiumDesign a paywall that convertsPrice annual and monthly plansSet, raise and localize pricesRun free trials and free tastes
4. Business Models and Revenue
Structure subscription tiersKeep a free tier that pays offCharge for usage and AI creditsPair hardware with a subscriptionAdd ads, affiliates and partners
5. Retention and Engagement
Measure retention honestlyBuild habit loops that bring users backUse notifications and lifecycle messagesReduce churn and handle cancellationsBuild social loops and community
6. Brand and Positioning
Position against bigger incumbentsName and describe your productEarn trust in high-stakes categoriesBorrow credibility from celebrities and experts
7. Organic Content and Creators
Find, vet and recruit creatorsPay creators fairly and safelyBrief and manage creatorsFind and copy viral formatsScale one format across many accountsRank in AI search and SEO
8. Paid, App Store and Viral Growth
Make ads that convertTurn organic winners into paid adsStructure and scale Meta campaignsTell if paid acquisition is profitableWin in the App StoreBuild viral and referral loops
9. Experimentation and Analytics
Run trustworthy experimentsJudge test results correctlyRun more experiments fasterWhat metrics to track and how to define them
10. Building AI Products
Build for the models of tomorrowDesign AI interfaces beyond chatDesign AI agents people can trustMeasure AI quality with evalsControl AI costs and pricingBuild products with AI coding tools
11. Teams, Hiring and Funding
Hire people who thrive on ambiguityOrganize small product teamsRun exploratory bets and kill themWork as a team with AI agentsWhen to raise money or sell your company
12. Founder Principles
Pick a mission worth building a company aroundWhy to trust your own judgment over the consensusTurn failure and setbacks into the next stepLearn from rivals and copy what works
13. Choosing Where to Compete
Make low cost your competitive advantageCreate a market instead of fighting for shareWhy scarcity and brand can beat volumeBuild an advantage that feeds itselfAttack a bigger rival where it cannot followWhen to stay focused on the core business
14. Building and Leading the Company
Hire great people and give them roomAlign pay and ownership with the missionKeep your culture and standards as you growBuild candor and fast decision-makingWhy leaders must stay close to the work and customersChoose and prepare a successor
15. Capital and Deals
Fund growth without losing controlAcquire companies and keep what makes them workWhat to do with cash: reinvest, buy back or holdWhy to keep a cash cushion and avoid heavy debtStructure ownership to protect your missionNegotiate deals that keep your leverage
16. Finding Ideas and Thinking
How to find ideas worth writing aboutWhy writing is how you find out what you thinkHow to research so the writing carries feelingHow to read like a writer
17. Structure and Argument
How to open so readers keep goingHow to find the shape before you draftHow to keep readers curious with questions and cluesHow to argue without preachingHow to end so the last page lingers
18. Clear Sentences and Voice
How to write plainly for a reader who knows nothingHow to choose specific details over generic onesHow to sound like yourself on the pageHow to shape rhythm and phrases people remember
19. Characters and Storytelling
How to build characters readers care aboutWhat makes a scene move: want, obstacle and changeHow to write dialogue that sounds real but stays shortHow to make readers feel without telling themHow to turn information into a story
20. Revising, Habits and Readers
How to cut and rewrite your own draftHow to get feedback you can useHow to build a writing routine that lastsHow to get unstuck when a draft stallsHow to use AI without losing your voiceHow to write for one specific reader
21. Why people play games
How to design around the feeling you wantHow to find a game idea with a hookHow to decide who your game is forWhy rewards and motivation need careful designHow to use mystery and curiosity to pull players on
22. Core mechanics and loops
How to build a game around one core verbHow to give each mechanic several jobsHow to add depth with holds, timing and chainsHow to use feedback loops to keep games balancedHow to use randomness without frustrating playersHow to make synergies feel powerful and earned
23. Challenge, difficulty and feel
How to make hard games feel fairHow to tune difficulty with many leversHow to offer assists without breaking your intentHow to make death and retries painlessHow to make movement and controls feel goodHow to add camera and juice that sell impact
24. Teaching players and designing levels
How to teach mechanics without a tutorialHow to introduce mechanics one at a timeHow to guide players without markersHow to build levels around one mechanicHow to design puzzles with a catch and a revelationHow to design dungeons from locks and keys
25. Progression, systems and story
How to gate exploration without trapping playersHow to design unlocks and skill treesHow to let systems create emergent playHow to design enemy AI players can readHow to tell stories through mechanicsHow to make player choices and consequences matter
26. Prototyping, testing and accessibility
How to prototype before you commitHow to scope and cut a game to finish itHow to run playtests that reveal real problemsHow to turn player feedback into the right fixHow to build accessibility in from the start

1 The bottom line

Build the puzzle around a catch, two needs that seem to conflict, and lure players into the wrong assumption first. The solution then reveals a fair, non-obvious consequence of your rules, which is where the eureka moment comes from.

2 Key takeaways

  • Build every puzzle around a catch. Some version of a conflict sits at the heart of every good puzzle.
    • In The Talos Principle, you cannot get red light to panel C without already having blue light in panel A, so removing either tripod shuts the door and breaks your plan Mark Brown, Game Maker's Toolkit3:11.
  • Walk the player into a wrong assumption before the real answer. A first failure points attention at the central conflict.
  • Find the surprising interaction first, then build the level backwards from it. The trick becomes the only solution, so the level exists to force it.
    • In Mind Over Magnet, a magnet stuck under the drill bit escapes quickly near the tip but slowly on the far side, so the player must trap it away from the tip Mark Brown, Game Maker's Toolkit4:58.
  • Restrict the player so only your intended trick works. Open freedom invites cheap answers.
  • Make the solution a fair revelation about the rules, not a trick. The insight then joins the player's toolbox and returns in later puzzles.

So solving the puzzle is like a revelation. A discovery. An epiphany of some deeper understanding.

Mark Brown, Game Maker's Toolkit

2.1 Start from a surprising consequence of your rules

Find the surprising consequence first, then build backwards
A puzzle is an illustration of a real fact about your rules that the designer noticed first.

The best revelation is a real fact about your game that the player has not noticed yet, so find it before you build the level.

2.2 Build the catch

A catch is two needs that seem to conflict
The button opens the door but pops up when you leave it, so a box on the button resolves the conflict.

A catch is two things that appear to be in direct conflict, and the setup should state it clearly.

  • Frame the puzzle as two needs that seem to conflict. Defined in Mark Brown, Game Maker's Toolkit3:11
    • The simplest version is a button that opens a door but pops up when you walk away, so you must stand on it and also walk to the door.
    • A box on the button resolves the conflict.
  • Give one object two conflicting roles. From Mark Brown, Game Maker's Toolkit4:30
    • The player must understand the relationship between the objects and consider the whole level.
    • In Skyward Sword's Ancient Cistern, lowering the giant statue opens the underworld door but covers the treasure chest there, so it leads you to the chest and also stops you reaching it.
  • Let the setup walk the player into the central problem. From Mark Brown with Arvi Teikari, Game Maker's Toolkit8:35
    • When the player sees the contradiction, the solution feels earned.
    • In Tiny Pond, the water is Shut, Baba is Open, and touching the water destroys Baba. You need to be Open but don't want to disappear when you use yourself.
  • Stack small impossible problems that lead toward the answer. From Mark Brown with Arvi Teikari, Game Maker's Toolkit8:16
    • Each tiny problem makes the obvious move impossible, so the player must find a more creative option.
    • In Tiny Pond, opening the water kills Baba, Key has no Push, and you lack the words to be both Key and Baba. The only way forward is Flag Is Key, which gives you two keys and lets you sacrifice one.

2.3 Lure the player into a wrong assumption

Make the obvious approach look right, so the player fails in a way that teaches them what the puzzle is about.

  • Set up the obvious approach so it nearly works. From Mark Brown, Game Maker's Toolkit8:56
    • The player gets a starting point and learns how the puzzle is built while failing.
    • The first failure feels like being stumped, and attention lands on the central conflict.
    • Stephen's Sausage Roll's The Clover looks easy, but rolling the three sausages to the nearest grills leaves you unable to reach the exit.
    • Mark Brown reused this idea in several Mind Over Magnet levels Mark Brown, Game Maker's Toolkit6:43.
  • Teach a rule in one puzzle, then subvert it in the next. Pattern from several Zelda and puzzle games
    • Use a decoy that works once. In Lara Croft GO, you can lead the first lizard over a crumbling tile, but the same plan gets you killed on the second Mark Brown, Game Maker's Toolkit8:02.
    • Invert a rule's purpose. In Twilight Princess's Arbiter's Grounds, you first run under a chandelier before it smashes down, then must drop it so you can climb onto it Mark Brown, Game Maker's Toolkit8:17.
    • In Skyward Sword's Sandship, you shoot an arrow through a ceiling grate at the timeshift stone. The follow-up has the same setup with no grate, so you must use portholes and a boat Mark Brown, Game Maker's Toolkit8:50.
  • Use misdirection so trial and error cannot skip the lesson. From Mark Brown, featuring Jonathan Blow, Game Maker's Toolkit3:54
    • Make the obvious move fail, so the player sees why it fails, which is often the truth the puzzle illustrates.
    • In Braid's Hunt, you must kill all the monsters, but killing them in the most obvious order makes it unsolvable.
  • Break the habits you taught. From Mark Brown, featuring Jonathan Blow, Game Maker's Toolkit4:52
    • Once players trust their habits, demand that they not use the core ability, and add traps for careless thinkers.
    • In Braid's Irreversible, you must realise you cannot use your rewind powers.
    • Arvi Teikari plays on expectations for surprise and laughter. A YouTuber laughs on realising there is no Wall Is Stop rule, and in another level players try to unlock the door when they need to unlock the wall Mark Brown with Arvi Teikari, Game Maker's Toolkit12:29.

2.4 Cut off the shortcuts

Once the trick is chosen, remove every easier route so the player has to find it.

  • Lock the player in instead of offering freedom. From Mark Brown with Arvi Teikari, Game Maker's Toolkit4:57
  • Build restriction mechanics and keep them as tools. From Mark Brown, Game Maker's Toolkit7:03
    • Examples are a beam that stops the player but not the magnet, a beam that stops the magnet but not the player, a hold-down button, and a door that toggles a switch.
    • Each one can solve the same problem again later.
    • When a puzzle keeps sprouting patches, look for a missing mechanic. Oliver Granlund of Hazelight told Mark the real problem is often a gap in the toolbox Mark Brown, Game Maker's Toolkit10:41.
  • Stop players from solving by fiddling. From Mark Brown, Game Maker's Toolkit8:39
    • Multiply the states. Vah Naboris has three chambers that can each sit in four positions, giving 64 combinations, so the player must reason about what they move and why.
    • Make the player choose a setting. The Water Temple's three-way switch forces a conscious choice, unlike a one-way switch Mark Brown, Game Maker's Toolkit8:21.
    • Breath of the Wild lets you move the divine beasts from the map screen at any time, so many puzzles can be solved by fiddling. Mark hammered the trigger in Fez until perspective puzzles lined up Mark Brown, Game Maker's Toolkit7:53.
  • Balance the number of available actions. From Mark Brown, Game Maker's Toolkit6:28
    • Too many actions make a puzzle confusing and overwhelming.
    • Too few let the player repeat whatever is in front of them until it solves itself.

2.5 Make the revelation fair

The player should reach the insight by reasoning and experimenting, and the solution should show them something true about your rules.

  • Make the solution a logical consequence of the rules, found by experiment. From Mark Brown, Game Maker's Toolkit5:20
    • The gold standard asks for lateral thinking and reveals a non-obvious but fully logical consequence of the rules.
    • If the solution relies on something players did not know they could do, they feel tricked Mark Brown, Game Maker's Toolkit6:36.
    • In The Talos Principle, linking a tripod through a door that is about to open teaches that the connection holds after the second tripod is removed. The trick reappears in later puzzles.
  • Seed hints in the layout and tune their strength. From Mark Brown, Game Maker's Toolkit13:16
    • Portal 2's cube starts in front of the laser, showing it can block the beam, and the semi-transparent bridge lets you see the button below.
    • Presentation changes difficulty. The Turing Test's near-identical puzzle is far easier because the bridge already sits over the button Mark Brown, Game Maker's Toolkit13:02.
    • A clue that is too subtle gets missed, and one that is too obvious makes the player feel cheated Mark Brown, Game Maker's Toolkit5:39.
  • Check that names and descriptions neither spoil nor mislead. Both failures appear in Mark Brown, Game Maker's Toolkit13:39
    • Breath of the Wild's Two Bombs shrine is clever, but its name makes the solution rather obvious.
    • In Grim Fandango, Manny says only that the pneumatic tube is locked, which suggests a key or breaking the lock, when the answer is sliding a card into a slot Mark Brown, Game Maker's Toolkit5:52.
    • When a wrong combination fails, give a specific reason and a small nudge. In Day of the Tentacle, Laverne explains that the judges will think the mummy is chewing gum Mark Brown, Game Maker's Toolkit6:42.
  • Let the puzzle teach a skill the player keeps. From Mark Brown, Game Maker's Toolkit10:16
    • Chain assumption, catch and revelation. In Snakebird level 10, you assume you can eat the left fruit, drop down and turn back, but you are then too long to turn.
    • The solution forces you to rethink how Snakebirds move, which you reuse later.
    • Treat a puzzle as a communication of an idea from designer to player, and the solution as the player saying they understand Mark Brown, featuring Jonathan Blow, Game Maker's Toolkit5:57.

2.6 Tune difficulty to reach the a-ha

A puzzle that is too easy or too hard misses the moment, so test for it and give stuck players somewhere to go.

  • Aim every puzzle at the a-ha moment and tune to reach it. From Mark Brown, Game Maker's Toolkit8:15
    • Listen for the player finding the lateral-thinking twist at the core.
    • Playtester Dotwo said "Ah! Okay..." on solving a Mind Over Magnet puzzle. One easy level was stumbled through, and one hard level made many players quit before they got it.
  • Reuse a layout under new rules to show how consequences change. From Mark Brown, featuring Jonathan Blow, Game Maker's Toolkit4:25
    • Place a simple puzzle near a fuller variant in the same area.
    • Braid's two-doors-one-key level is essentially repeated in Worlds 2 and 4, where the way time works makes each solution different.
  • Give several goals at once so stuck players can switch. From Mark Brown, Game Maker's Toolkit1:55
    • A player blocked on one puzzle can work on another instead of stalling or turning to a walkthrough.
    • Full Throttle has Maureen list the forks, the welding torch and the fuel, and Indiana Jones and the Fate of Atlantis sends you after three stones.

2.7 Where designers disagree

Misdirection, oddity and hints are tools with limits, and the sources draw those limits in different places.


Sources

Part of Teaching players and designing levels in the growth library.