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OutBrick without a timer: room for real challenge

AppleVis players asked for time to explore and a gentler start. How OutBrick’s move limits, untimed play and planned teaching changes fit together.

  • 7 min read
  • Published
A phone showing colourful OutBrick bricks with two brick characters against a navy background
Journal illustration

Take a moment to find the gates, follow a possible route and change your mind about the first move. That space to explore matters in OutBrick, especially when you are building a picture of the board with VoiceOver. The AppleVis conversation brought us encouraging accounts of discovering a new favourite kind of puzzle, alongside clear questions about difficulty, move allowances and a reported timer. We want to answer those questions directly and explain how we are making the opening boards more welcoming while keeping the pleasure of a good challenge. The research discussed here offers useful context; none of these studies evaluated OutBrick.

Give understanding its own time

Before choosing a move, a VoiceOver player may need to find a brick, identify its gate, explore the intervening spaces and check what will stop its slide. That is already meaningful work. It builds a model of the board from information encountered in sequence. A rule that consumes time during that process changes the task the player is being asked to perform.

In the AppleVis discussion, a player explained the problem through a comparison with blitz chess: the board must first be explored piece by piece. Another welcomed untimed play because choosing their own pace made the puzzle more inviting. Neither comment asks the game to supply an answer. They ask for enough opportunity to understand the question.

Thinking time and move allowance are separate design decisions. A move-limited board can allow a long pause while still making each action consequential. Our guide to reading OutBrick’s board with VoiceOver looks at the information that pause needs to make available. Extra time helps little when an essential piece or empty space cannot be found.

Keep the timer discrepancy visible

Our opening AppleVis post described untimed play. A later player reported that time was expiring almost before they could begin and asked whether the timer could be disabled. In our reply about the timer, we explained that the timed mode had been removed completely and boards now had only a move target.

That reply does not erase the player’s experience. The discussion does not identify the affected app versions, the removal release or the circumstances of the reported timer, so we cannot explain the discrepancy from the thread. We should not assume the player confused moves with seconds. Their practical request was clear: enough time to explore before deciding what to do.

Our published version 4.2 release notes separately say Rush was withdrawn and nothing in OutBrick is timed. Those notes describe the published change, but cannot tell us what happened in that particular session. If a countdown still appears for you, please describe the screen and installed version through our contact form. That gives us a concrete starting point for understanding what you encountered.

Enjoying a game can include finding it hard

Community enthusiasm was specific. One player was excited to find another accessible block-and-sorting puzzle. Another described spending much of a day with the game while still learning how to play well. A third loved the idea but struggled to manage several mechanics at once and had not completed a puzzle within its required moves. Enjoyment and frustration appeared together.

Andrade et al. (2019) surveyed 17 visually impaired gamers and interviewed six; participants valued complexity and enjoyable participation.

That is a helpful reminder to listen for the kind of difficulty a player values. An intricate route, an unfamiliar movement rule and an undiscoverable control can all delay progress, but they call for different responses. Simplifying the route does not explain the control; making the control readable does not automatically teach the route.

When a board feels difficult, try naming the obstacle. Are you unsure what a brick can do, where it needs to go, or how to get there within the allowance? Our guide to VoiceOver slide actions addresses the first question. The other two belong to spatial understanding and planning.

Sources1Andrade, R., Rogerson, M. J., Waycott, J., Baker, S., & Vetere, F. (2019). Playing blind: Revealing the world of gamers with visual impairment. In Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems (pp. 1–14). Association for Computing Machinery.

A gentler first encounter, one idea at a time

As of 2 October 2026, our gentler opening boards, first-encounter teaching cards and more generous early move allowances remain plans for the next update, with the work still in progress. The AppleVis feedback helped make the problem clear: several mechanics were arriving together. We are redesigning levels, beginning with the first villages, to give those early encounters more room.

Ran et al. (2025) interviewed 32 experienced blind or low-vision mobile players in China; accessible tutorials were among the improvements participants requested.

An opening board can introduce one relationship before combining it with another. A player first needs to understand how a brick slides and exits. Later, a new obstacle can ask them to reconsider a familiar plan. Think of that as a teaching principle: start with something the player can understand, then give them an interesting reason to use it differently.

We also plan to give early boards more moves, leaving room to try an idea and observe its result. The important question is whether you understand more after that attempt. A larger allowance alone cannot explain an unfamiliar mechanic, so the teaching cards need to be easy to find and understand with VoiceOver. The aim is to help the first discoveries lead naturally into the next ones.

Sources2Ran, Z., Li, X., Xiao, Q., Fan, X., Li, F. M., Wang, Y., & Lu, Z. (2025). How users who are blind or low vision play mobile games: Perceptions, challenges, and strategies. In Proceedings of the 2025 CHI Conference on Human Factors in Computing Systems (pp. 1–18). Association for Computing Machinery.

Keep the interesting part of the challenge

Abuhamdeh and Csikszentmihalyi (2012) studied chess and everyday activities, finding that challenge’s relationship with enjoyment varied with motivation and activity type.

Across four game studies, Ryan et al. (2006) associated perceived competence and autonomy with enjoyment and game preferences.

For OutBrick, the useful question is where the effort belongs. Planning a sequence can remain demanding after the interface clearly describes the pieces. Finding a clever use for a blocker can remain satisfying after the movement rule has been explained. A gentler introduction can prepare you for that complexity without deciding how much complexity you should ultimately want.

The same distinction helps a player evaluate a session. Did you lose because a dependency in your plan was wrong, because the move allowance was tight, or because you could not discover essential information? Those observations are more useful than a single verdict of “too hard”. There is also no obligation to persist when the kind of challenge on offer is not enjoyable for you.

Sources3Abuhamdeh, S., & Csikszentmihalyi, M. (2012). The importance of challenge for the enjoyment of intrinsically motivated, goal-directed activities. Personality and Social Psychology Bulletin, 38(3), 317–330.4Ryan, R. M., Rigby, C. S., & Przybylski, A. (2006). The motivational pull of video games: A self-determination theory approach. Motivation and Emotion, 30(4), 344–360.

Make the next attempt informative

For a fresh board, start by finding the exits and the pieces that belong to them. Identify one route you want to open, then inspect what blocks it. Before acting, state the purpose of the move: clearing a corridor, creating a stopping point or moving a brick towards its gate. After acting, check the resulting state before extending the plan.

If a gate or brick cannot be discovered, please tell us rather than spending repeated attempts guessing. You should be able to concentrate on your plan. The accessibility page provides broader support information, while our accessibility commitment article explains how player reports help us identify the work that needs attention and communicate changes as they arrive.

Finally, keep the other constraints in view. An untimed board can still have a move limit, lives and purchase offers; the absence of a clock does not promise unlimited retries. The aim is a session in which you can understand the rules, choose your approach and recognise what an attempt taught you.

Questions, answered

A few useful answers

Does OutBrick currently promise untimed play?

Yes. Our October 2 AppleVis reply and published version 4.2 notes say OutBrick has no timer. A player reported a timer earlier in the discussion, and the thread does not establish the affected versions or explain that discrepancy.

Does no timer mean unlimited moves?

No. OutBrick retains move constraints, so you can take time to inspect a board while still needing to solve it within its allowance. Lives and purchases are separate parts of the experience.

Have the gentler opening boards already shipped?

On 2 October 2026, the gentler early boards, first-encounter teaching cards and more generous early move allowances were planned for the next update. Version 5.1 has since added a short card the first time you meet each new idea; check the release notes for the other changes.

Does accessible puzzle design require easy puzzles?

Players can value substantial complexity while needing dependable information and controls. In practice, a useful first step is identifying whether the difficulty comes from planning, learning a rule or accessing the interface.

APA 7

References

Where a source is a studio’s own history or a news account rather than a study, the article says so beside the claim.

  1. Andrade, R., Rogerson, M. J., Waycott, J., Baker, S., & Vetere, F. (2019). Playing blind: Revealing the world of gamers with visual impairment. In Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems (pp. 1–14). Association for Computing Machinery. doi.org/10.1145/3290605.3300346 (opens in a new tab)
  2. Ran, Z., Li, X., Xiao, Q., Fan, X., Li, F. M., Wang, Y., & Lu, Z. (2025). How users who are blind or low vision play mobile games: Perceptions, challenges, and strategies. In Proceedings of the 2025 CHI Conference on Human Factors in Computing Systems (pp. 1–18). Association for Computing Machinery. doi.org/10.1145/3706598.3714205 (opens in a new tab)
  3. Abuhamdeh, S., & Csikszentmihalyi, M. (2012). The importance of challenge for the enjoyment of intrinsically motivated, goal-directed activities. Personality and Social Psychology Bulletin, 38(3), 317–330. doi.org/10.1177/0146167211427147 (opens in a new tab)
  4. Ryan, R. M., Rigby, C. S., & Przybylski, A. (2006). The motivational pull of video games: A self-determination theory approach. Motivation and Emotion, 30(4), 344–360. doi.org/10.1007/s11031-006-9051-8 (opens in a new tab)

Written by

Mourad Hamdi

Mourad makes small, thoughtful games for the space between one task and the next. OutBrick is his ongoing experiment in calmer play.

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