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A shelf of the journal

Game craft

Rules, friction and difficulty, from the bench.

22 stories, newest first · RSS feed for this shelf

Stories on this shelf

  1. Sokoban vs sliding-block puzzles: push, glide, plan

    Learn how Sokoban pushing differs from glide-to-stop block puzzles, with practical examples of corners, access routes and temporary stopping points.

    OutBrick Editorial Desk · 8 min read

  2. Block Blast!+ vs OutBrick: two kinds of block puzzle

    Compare Block Blast!+ and OutBrick by their actual mechanics: placing shapes to clear lines, sliding bricks to exits, and choosing how to pay.

    OutBrick Editorial Desk · 8 min read

  3. OutBrick on iPhone Duo: what would you want to play?

    Would you want OutBrick adapted for iPhone Duo? Explore possible inner and outer screen experiences, then tell us what would make play worthwhile.

    Mourad Hamdi · 7 min read

  4. How we verified 2,000 sliding-block puzzle boards before release

    A pathfinding result is only the beginning. Here is how we replayed a clear for every OutBrick board against the same rules the game uses.

    Mourad Hamdi · 6 min read

  5. History of sliding block puzzles: 15 Puzzle to Rush Hour

    A post office in New York, an 1880 craze, a famous puzzler’s false claim and a parking-lot puzzle from Tokyo: how sliding blocks became a classic.

    OutBrick Editorial Desk · 8 min read

  6. Colour in game design: contrast, meaning and emotion

    What colour psychology can and cannot tell game designers, why contrast matters more than hue, and how to make coloured pieces readable for everyone.

    OutBrick Editorial Desk · 6 min read

  7. Why we get attached to game characters, even silent ones

    Players admire, worry about and miss game characters. Research on attachment, parasocial bonds and cuteness explains why, and what designers owe players.

    OutBrick Editorial Desk · 5 min read

  8. Loot boxes, variable rewards and ethical monetisation

    Loot box spending is consistently linked to problem gambling. What the studies show, what makes monetisation predatory, and a fair test for any game.

    OutBrick Editorial Desk · 5 min read

  9. The sound of success: how game audio shapes player experience

    Sound changes how immersed, tense and competent players feel, and music can even bend their sense of time. What the research shows, and how to design for mute.

    OutBrick Editorial Desk · 5 min read

  10. Game tutorials that teach without telling: what works

    A study of 45,000 players found tutorials only paid off in complex games. What research says about teaching through play, hints and the first hour.

    Mourad Hamdi · 5 min read

  11. Dynamic difficulty adjustment: should games adapt to you?

    Many games quietly tune themselves to your skill. What studies say about adaptive difficulty, why it can leave players overconfident, and the case for asking.

    OutBrick Editorial Desk · 6 min read

  12. How computers generate puzzle levels, and why checking matters

    Procedural generation can make endless puzzles, but a board that is merely solvable is not a good one. How generators work, and where they fall short.

    OutBrick Editorial Desk · 6 min read

  13. Game feel and juice: why a satisfying slide matters

    Juice is the extra feedback that makes a tap feel good. Studies with thousands of players show it helps, up to a point, and then starts to hurt.

    Mourad Hamdi · 6 min read

  14. What makes a puzzle feel fair? Difficulty, failure and trust

    Hard is not the same as unfair. What research on challenge and failure says about the puzzles players trust, and the ones they quit in frustration.

    OutBrick Editorial Desk · 6 min read

  15. Games like Tetris: what makes a block puzzle last

    Simple rules, a board you can read, fair difficulty and a short loop: what makes block puzzles endure, and how to judge any game like Tetris.

    OutBrick Editorial Desk · 7 min read

  16. Apple Vision Pro puzzle games: designing for space

    Comfort, gaze and pinch, windows versus immersion, seated play and legible pieces: what makes a puzzle game work well on Apple Vision Pro.

    OutBrick Editorial Desk · 7 min read

  17. Apple Watch puzzle games: what works on a tiny screen

    Glanceable boards, fingertip-sized pieces, the Digital Crown, haptics and standalone play: what makes a puzzle game work on Apple Watch.

    Mourad Hamdi · 7 min read

  18. Relaxing puzzle games: what actually makes one calm

    Soft colours are not enough. Move limits versus clocks, fair lives, and games that never interrupt you: how to tell if a puzzle game will stay calm.

    OutBrick Editorial Desk · 7 min read

  19. How to solve sliding block puzzles: a practical guide

    Work backwards from the exit, find the move that makes space, count before you commit. A designer’s method for sliding block puzzles that look impossible.

    Mourad Hamdi · 7 min read

  20. Papers, Please and meaningful friction

    How a game can turn a repetitive action into a moral question—and why the best friction asks the player to decide, not simply to wait.

    Mourad Hamdi · 8 min read

  21. How to build a kinder difficulty curve

    Challenge should stretch the player’s attention without making the relationship with the game feel brittle.

    Mourad Hamdi · 7 min read

  22. Tetris proves that simple rules can keep opening up

    A look at constraint, rhythm, and the endless variety inside a very small ruleset.

    Mourad Hamdi · 6 min read