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    <title>The OutBrick Journal: Game craft</title>
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    <description>Stories from the Game craft shelf of the OutBrick Journal.</description>
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    <lastBuildDate>Wed, 30 Sep 2026 12:00:00 GMT</lastBuildDate>
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      <title>The OutBrick Journal: Game craft</title>
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      <title>Block Blast!+ vs OutBrick: two kinds of block puzzle</title>
      <link>https://www.outbrick.site/blog/block-blast-plus-vs-outbrick</link>
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      <description>Compare Block Blast!+ and OutBrick by their actual mechanics: placing shapes to clear lines, sliding bricks to exits, and choosing how to pay.</description>
      <pubDate>Wed, 30 Sep 2026 12:00:00 GMT</pubDate>
      <dc:creator>OutBrick Editorial Desk</dc:creator>
      <category>Game craft</category>
      <category>puzzle games</category>
      <category>block sort puzzles</category>
      <category>game design</category>
      <category>player habits</category>
      <category>mobile games</category>
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      <title>OutBrick on iPhone Duo: what would you want to play?</title>
      <link>https://www.outbrick.site/blog/outbrick-iphone-duo-player-ideas</link>
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      <description>Would you want OutBrick adapted for iPhone Duo? Explore possible inner and outer screen experiences, then tell us what would make play worthwhile.</description>
      <pubDate>Wed, 30 Sep 2026 12:00:00 GMT</pubDate>
      <dc:creator>Mourad Hamdi</dc:creator>
      <category>Game craft</category>
      <category>game design</category>
      <category>player feedback</category>
      <category>iphone</category>
      <category>accessibility</category>
      <category>puzzle games</category>
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      <title>Sokoban vs sliding-block puzzles: push, glide, plan</title>
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      <description>Learn how Sokoban pushing differs from glide-to-stop block puzzles, with practical examples of corners, access routes and temporary stopping points.</description>
      <pubDate>Wed, 30 Sep 2026 12:00:00 GMT</pubDate>
      <dc:creator>OutBrick Editorial Desk</dc:creator>
      <category>Game craft</category>
      <category>puzzle games</category>
      <category>sliding block puzzles</category>
      <category>game design</category>
      <category>problem solving</category>
      <category>block sort puzzles</category>
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      <title>History of sliding block puzzles: 15 Puzzle to Rush Hour</title>
      <link>https://www.outbrick.site/blog/history-of-sliding-block-puzzles</link>
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      <description>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.</description>
      <pubDate>Fri, 25 Sep 2026 12:00:00 GMT</pubDate>
      <dc:creator>OutBrick Editorial Desk</dc:creator>
      <category>Game craft</category>
      <category>history of sliding block puzzles</category>
      <category>15 puzzle</category>
      <category>Klotski</category>
      <category>Rush Hour puzzle</category>
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        <media:description type="plain">A classic 15 Puzzle tray with the 14 and 15 swapped, beside a real OutBrick board on iPhone, with Bloo and Sprout</media:description>
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      <title>How we verified 2,000 sliding-block puzzle boards before release</title>
      <link>https://www.outbrick.site/blog/verifying-2000-sliding-block-boards</link>
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      <description>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.</description>
      <pubDate>Fri, 25 Sep 2026 12:00:00 GMT</pubDate>
      <dc:creator>Mourad Hamdi</dc:creator>
      <category>Game craft</category>
      <category>game development</category>
      <category>puzzle design</category>
      <category>pathfinding</category>
      <category>quality assurance</category>
      <category>sliding block puzzles</category>
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      <title>Apple Vision Pro puzzle games: designing for space</title>
      <link>https://www.outbrick.site/blog/apple-vision-pro-puzzle-games</link>
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      <description>Comfort, gaze and pinch, windows versus immersion, seated play and legible pieces: what makes a puzzle game work well on Apple Vision Pro.</description>
      <pubDate>Thu, 24 Sep 2026 12:00:00 GMT</pubDate>
      <dc:creator>OutBrick Editorial Desk</dc:creator>
      <category>Game craft</category>
      <category>Vision Pro puzzle games</category>
      <category>Apple Vision Pro games</category>
      <category>visionOS</category>
      <category>game design</category>
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        <media:description type="plain">Three floating rounded windows showing a real OutBrick board and two brick-built villages against a soft violet sky, with Vio and Sprout below</media:description>
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      <title>Apple Watch puzzle games: what works on a tiny screen</title>
      <link>https://www.outbrick.site/blog/apple-watch-puzzle-games</link>
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      <description>Glanceable boards, fingertip-sized pieces, the Digital Crown, haptics and standalone play: what makes a puzzle game work on Apple Watch.</description>
      <pubDate>Thu, 24 Sep 2026 12:00:00 GMT</pubDate>
      <dc:creator>Mourad Hamdi</dc:creator>
      <category>Game craft</category>
      <category>Apple Watch puzzle games</category>
      <category>games for Apple Watch</category>
      <category>watchOS</category>
      <category>game design</category>
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        <media:description type="plain">An illustrated watch frame around a real OutBrick board on an indigo brick ground, with Bloo and Poppy on either side</media:description>
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      <title>Colour in game design: contrast, meaning and emotion</title>
      <link>https://www.outbrick.site/blog/colour-in-game-interfaces</link>
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      <description>What colour psychology can and cannot tell game designers, why contrast matters more than hue, and how to make coloured pieces readable for everyone.</description>
      <pubDate>Thu, 24 Sep 2026 12:00:00 GMT</pubDate>
      <dc:creator>OutBrick Editorial Desk</dc:creator>
      <category>Game craft</category>
      <category>colour in games</category>
      <category>game design</category>
      <category>contrast</category>
      <category>colour vision</category>
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    <item>
      <title>Dynamic difficulty adjustment: should games adapt to you?</title>
      <link>https://www.outbrick.site/blog/dynamic-difficulty-adjustment</link>
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      <description>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.</description>
      <pubDate>Thu, 24 Sep 2026 12:00:00 GMT</pubDate>
      <dc:creator>OutBrick Editorial Desk</dc:creator>
      <category>Game craft</category>
      <category>dynamic difficulty adjustment</category>
      <category>difficulty design</category>
      <category>player agency</category>
      <category>game design</category>
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      <title>Game feel and juice: why a satisfying slide matters</title>
      <link>https://www.outbrick.site/blog/game-feel-and-juice</link>
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      <description>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.</description>
      <pubDate>Thu, 24 Sep 2026 12:00:00 GMT</pubDate>
      <dc:creator>Mourad Hamdi</dc:creator>
      <category>Game craft</category>
      <category>game feel</category>
      <category>juicy design</category>
      <category>game design</category>
      <category>feedback</category>
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      <title>Game tutorials that teach without telling: what works</title>
      <link>https://www.outbrick.site/blog/game-tutorials-that-teach-without-telling</link>
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      <description>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.</description>
      <pubDate>Thu, 24 Sep 2026 12:00:00 GMT</pubDate>
      <dc:creator>Mourad Hamdi</dc:creator>
      <category>Game craft</category>
      <category>game tutorials</category>
      <category>onboarding</category>
      <category>game design</category>
      <category>learning games</category>
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      <title>Games like Tetris: what makes a block puzzle last</title>
      <link>https://www.outbrick.site/blog/games-like-tetris</link>
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      <description>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.</description>
      <pubDate>Thu, 24 Sep 2026 12:00:00 GMT</pubDate>
      <dc:creator>OutBrick Editorial Desk</dc:creator>
      <category>Game craft</category>
      <category>games like Tetris</category>
      <category>block puzzle games</category>
      <category>puzzle design</category>
      <category>Tetris</category>
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    <item>
      <title>How computers generate puzzle levels, and why checking matters</title>
      <link>https://www.outbrick.site/blog/procedural-puzzle-level-generation</link>
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      <description>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.</description>
      <pubDate>Thu, 24 Sep 2026 12:00:00 GMT</pubDate>
      <dc:creator>OutBrick Editorial Desk</dc:creator>
      <category>Game craft</category>
      <category>procedural generation</category>
      <category>puzzle design</category>
      <category>game development</category>
      <category>sliding block puzzles</category>
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    <item>
      <title>How to solve sliding block puzzles: a practical guide</title>
      <link>https://www.outbrick.site/blog/how-to-solve-sliding-block-puzzles</link>
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      <description>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.</description>
      <pubDate>Thu, 24 Sep 2026 12:00:00 GMT</pubDate>
      <dc:creator>Mourad Hamdi</dc:creator>
      <category>Game craft</category>
      <category>sliding block puzzles</category>
      <category>sliding puzzle strategy</category>
      <category>how to solve puzzles</category>
      <category>puzzle tips</category>
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    <item>
      <title>Loot boxes, variable rewards and ethical monetisation</title>
      <link>https://www.outbrick.site/blog/loot-boxes-ethical-monetisation</link>
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      <description>Loot box spending is consistently linked to problem gambling. What the studies show, what makes monetisation predatory, and a fair test for any game.</description>
      <pubDate>Thu, 24 Sep 2026 12:00:00 GMT</pubDate>
      <dc:creator>OutBrick Editorial Desk</dc:creator>
      <category>Game craft</category>
      <category>loot boxes</category>
      <category>monetisation</category>
      <category>ethics in games</category>
      <category>mobile games</category>
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    <item>
      <title>Relaxing puzzle games: what actually makes one calm</title>
      <link>https://www.outbrick.site/blog/relaxing-puzzle-games-what-makes-one-calm</link>
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      <description>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.</description>
      <pubDate>Thu, 24 Sep 2026 12:00:00 GMT</pubDate>
      <dc:creator>OutBrick Editorial Desk</dc:creator>
      <category>Game craft</category>
      <category>relaxing puzzle games</category>
      <category>puzzle games without timers</category>
      <category>calm games</category>
      <category>game design</category>
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      <title>The sound of success: how game audio shapes player experience</title>
      <link>https://www.outbrick.site/blog/game-audio-feedback-player-experience</link>
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      <description>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.</description>
      <pubDate>Thu, 24 Sep 2026 12:00:00 GMT</pubDate>
      <dc:creator>OutBrick Editorial Desk</dc:creator>
      <category>Game craft</category>
      <category>game audio</category>
      <category>sound design</category>
      <category>feedback</category>
      <category>player experience</category>
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    <item>
      <title>What makes a puzzle feel fair? Difficulty, failure and trust</title>
      <link>https://www.outbrick.site/blog/what-makes-a-puzzle-fair</link>
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      <description>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.</description>
      <pubDate>Thu, 24 Sep 2026 12:00:00 GMT</pubDate>
      <dc:creator>OutBrick Editorial Desk</dc:creator>
      <category>Game craft</category>
      <category>puzzle design</category>
      <category>difficulty design</category>
      <category>failure in games</category>
      <category>game design</category>
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      <title>Why we get attached to game characters, even silent ones</title>
      <link>https://www.outbrick.site/blog/why-we-get-attached-to-game-characters</link>
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      <description>Players admire, worry about and miss game characters. Research on attachment, parasocial bonds and cuteness explains why, and what designers owe players.</description>
      <pubDate>Thu, 24 Sep 2026 12:00:00 GMT</pubDate>
      <dc:creator>OutBrick Editorial Desk</dc:creator>
      <category>Game craft</category>
      <category>game characters</category>
      <category>mascots</category>
      <category>player attachment</category>
      <category>game design</category>
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      <title>How to build a kinder difficulty curve</title>
      <link>https://www.outbrick.site/blog/kinder-difficulty-curve</link>
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      <description>Challenge should stretch the player’s attention without making the relationship with the game feel brittle.</description>
      <pubDate>Fri, 04 Sep 2026 12:00:00 GMT</pubDate>
      <dc:creator>Mourad Hamdi</dc:creator>
      <category>Game craft</category>
      <category>difficulty design</category>
      <category>flow</category>
      <category>accessibility</category>
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      <title>Papers, Please and meaningful friction</title>
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