Tagged
Stories about puzzle games
21 stories from the journal share this topic, on the OutBrick practice, Inclusive design, Social play, Game craft, Player habits, and Success stories shelves.
Start with “Why a puzzle walkthrough does not match your board”. Before copying another move, check the game, version, mode and starting layout. Learn why a level number alone cannot identify a puzzle solution.
Stories tagged puzzle games
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.
How to slide OutBrick bricks with VoiceOver actions
Learn OutBrick’s four slide directions, matching gates and slide distances, with VoiceOver action guidance and the promised teaching changes.
Reading OutBrick’s spatial board with VoiceOver
Build a clearer picture of OutBrick’s board with VoiceOver: explore bricks, gates and empty space, and understand the fixes promised next.
Why a puzzle walkthrough does not match your board
Before copying another move, check the game, version, mode and starting layout. Learn why a level number alone cannot identify a puzzle solution.
Solve puzzles together without taking over the screen
Share a puzzle without stealing the next move: agree roles, explain predictions, offer small hints and make room for different solving styles.
Play block puzzles online without downloading an app
Try OutBrick’s browser boards without installing an app. Learn the controls, daily-board rotation, scoring and differences from the full game.
Water sort vs block sort: which puzzle style fits you?
Compare water-sort capacity puzzles with sliding-block routes, using concrete examples, practical selection tips and clear limits to the research.
Puzzle hints without spoilers: how to help a friend
Ask for and give useful puzzle hints without revealing the whole answer: agree on boundaries, share one clue at a time and keep the solver in charge.
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.
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.
Puzzle-game privacy labels: what to check on iPhone
Read an iPhone puzzle game’s privacy label, distinguish linked data from tracking, compare the policy, and find the controls that affect your choices.
Set puzzle-game time limits on iPhone with iOS 27
Use iOS 27 Screen Time to set Games allowances and scheduled access, check which apps count, and make a practical stopping plan for puzzle play.
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.
No-timer block-sort puzzles for iPhone: a fit guide
Compare OutBrick, Block Buster - No Timer and Color Block Jam by their published constraints. Learn what untimed play does and does not promise.
OutBrick vs Block Out Puzzle: which game fits you?
Compare OutBrick and Grand Games’ Block Out using official listings: mechanics, offline play, accessibility and costs, with an honest fit guide.
Why crosswords, jigsaws and sliding puzzles endure
Puzzles have outlasted every craze around them. What research on crossword solvers, jigsaw puzzlers and the aha moment says about why they stay with us.
Colour blindness in games: how common it is and what helps
About one man in twelve of European descent has red–green colour deficiency. What that means at the controls, and the settings and design choices that help.
Flow in puzzle games: the zone between bored and overwhelmed
Why the best puzzle sessions feel effortless, what Tetris experiments reveal about flow, and how to find your own sweet spot of challenge.
The commuter puzzle: making room for a two-minute game
A field guide to designing for interrupted attention, small screens, and the lovely gap between “I have no time” and “I have two minutes.”
Why colour should never be the only clue in a puzzle
The case for pairing colour with shape, text, and other signals—so a readable board stays readable for more players.
Why a two-minute puzzle can feel like a proper reset
A research-backed look at competence, attention, and the small satisfactions that make a short OutBrick session worth returning to.
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