Owner of Game Wisdom with more than a decade of experience writing and talking about game design and the industry. I’m also the author of the “Game Design Deep Dive” series and “20 Essential Games to Study”
We love it when we find weird and unique indie games to tell you all about! Our alien friends to the left herald these occasions.
Less a game than a puzzle, and not so much runnable software than a website, enclose.horse is a very nice thing to spend a few minutes of your day, each day, on.
Every puzzle is a map of a field, with an arrangement of lakes and a horse somewhere in it. You have a number of square blocks to try to completely surround the horse. The horse does not like to be surrounded (click on them to get their opinion), so the more space you can enclose the horse within the higher your score.
When the horse is surrounded, a field of wheat springs up to show you how much space you’ve left the horse. Each space of wheat is one point. Some puzzles have cherries on the map, and also enclosing those is worth five bonus points. There’s also Golden Apples, they’re worth ten points. There’s bees too, trapping the horse with those is five points off your score. And there are pairs of portals, which count as an additional avenue of escape for Horsie that you must also account for.
This is not the perfect solution to today’s enclose.horse puzzle. Can you see how it could be improved?
The puzzles vary in difficulty. It’s usually easy to score at least something, but your true aim is for an optimal, perfect score. When you submit your score (you only get one try!) you’re told what the perfect score is and shown a solution that earns it. You can also browse past puzzles and see how well you do at those, create your own with a simple editor, and play other users’ puzzles.
The site continues to be worked on. Up until a couple of days ago there was a Check button, that you could use to find out what a puzzle’s perfect score was, so you could keep trying until you achieved it. However that introduced a bit of reluctance to submit anything that wasn’t perfection (it certainly made me a lot less likely to submit a score), so in the past couple of days it was removed, and that was probably for the best.
Give it a shot, while it’s harder than you’d think, it’s also not usually very hard. I think you’ll like it.
The indie game showcases highlight the many games we check out on game-wisdom. Please reach out (to Josh Bycer) if you would like to submit a game for a future one. All games shown are either press keys, demos, or games from my own collection.
Owner of Game Wisdom with more than a decade of experience writing and talking about game design and the industry. I’m also the author of the “Game Design Deep Dive” series and “20 Essential Games to Study”
We try not to shy away from hardcore geekery-peekery here, and I think this one qualifies for that nonsensical nomenclature.
We’ve brought up Stephen’s Sausage Roll (SSR) here in the past, it’s a uniquely challenging turn-based puzzle game. You move a little fork-wielding guy around to cook sausages in an infuriatingly precise way: each two-unit long sausage has two sides to each of its units, and each must be cooked exactly once per side. The controls are simple, but the puzzle start out tough and get tougher. New wrinkles get added in an organic way, and the game feels like it changes as you advance through it, even if you doesn’t actually gain any new verbs; the levels are just cleverly designed so that Stephen’s advanced tricks just aren’t possible before the game’s ready to unveil them.
In this 7½ minute video, a Youtube channel with the suitable name Stephen’s State Space examines two early levels of SSR with their move spaces graphed out, and shows that, while there is room for some slight variation, both of them require the player to progress through a specific sequence to finish the puzzle. If you don’t know anything about SSR, the shown-off solutions will seem to be brain-melting in their specificity. Let me assure you that these puzzles are only the beginning.
When people talk about why they play these kinds of hard puzzlers, they often express it in terms of how they make them feel when they solve it, the harder the puzzle, the greater the feeling of accomplishment. When I hear that, I think, duh, but more than that, why do people have a “feeling of accomplishment” when they play these games?
When you put it in terms of a feeling, I think you’re getting dangerously close to those people who put it all in terms of dopamine, which I hate. Game players aren’t dopamine addicts! If you could get it out of a syringe, would you do that?
You get a jolt of dopamine, experienced as a feeling of accomplishment, because you accomplished something! I have long thought that the best reason for playing difficult puzzles isn’t the feeling you get when you solve them, but their improving aspect. Working through tricky puzzles actually makes you a little smarter for doing them. The fact that they’re fun to do is the spoonful of sugar, to borrow Ms. Poppin’s phrase, to get you through.
So go forth and cook those sausages! If you can get all the way through SSR, I reckon that’s enough to get your INT score up to at least 15. I don’t know if I can say if it’ll affect your WIS, and it certainly won’t help your CHA, but let’s work on one D&D attribute score at a time, eh wot?
Owner of Game Wisdom with more than a decade of experience writing and talking about game design and the industry. I’m also the author of the “Game Design Deep Dive” series and “20 Essential Games to Study”
Christina Pollock of the blog Load-bearing Tomato has an insightful essay about how opinions shared on social media can come to shape, and often ruin, the work of unseasoned (and even well-seasoned) developers, letting the guiding design principles of their work get blown to the winds because of internet randos forming ill-considered opinions about them.
It’s a link to a blog post, what else am I supposed to put in as an image than a screenshot?
It’s related to something I’ve said for a long time: people don’t know what they’ll like. Statistically, your favorite game probably lies out there, miles away from your field of view, and you may well never hear of it before it (or you) expires. But beyond that, the way punchy memes and quickly-thought opinions on social media snowball can rapidly turn someone’s casual observance into obvious truth results in games slowly being ruined, over successive updates, into a bland design paste.
Take for instance Navi from Ocarina of Time, and how some decided that her occasional annoying cries of “Hey! Listen!” made her a nearly game-ruining feature. Her annoyingness was even referenced on The Powerpuff Girls (video, 40 seconds) at one point.
What kind of post would it be without an embedded video?
Sometimes the crowd has good points, yes. But also sometimes they turn molehills into mountains. Taken too far this line of thinking can turn into Always Trust The Dev, which can also be false. The answer, as it is with many things, is it’s complicated. Turn to Pollock’s article for a lot of examples of how it’s complicated.
The weekly indie game showcases highlight the many games we check out on the channel. (JH: That would be Game Wisdom, please consider dropping by there!) Please reach out if you would like to submit a game for a future one. All games shown are either press keys, demos, or games from my own collection.
Owner of Game Wisdom with more than a decade of experience writing and talking about game design and the industry. I’m also the author of the “Game Design Deep Dive” series and “20 Essential Games to Study”
I know it’s great because it includes a few games already mentioned on this blog, like Gar-Type! Find it (the list) here! And consider following Dominic on Bluesky or (via BridgyFed) Mastodon!
What can you use as a focus image for a post like this? I guess a screenshot is fine.
Owner of Game Wisdom with more than a decade of experience writing and talking about game design and the industry. I’m also the author of the “Game Design Deep Dive” series and “20 Essential Games to Study”
For this perceptive podcast, the YouTube channel Indie Enjoyer reached out to want to chat about covering indie games, and what it’s like to be a Youtuber today who enjoys talking about smaller and underrated games.
Owner of Game Wisdom with more than a decade of experience writing and talking about game design and the industry. I’m also the author of the “Game Design Deep Dive” series and “20 Essential Games to Study”
We love it when we find weird and unique indie games to tell you all about! Our alien friends to the left herald these occasions.
As I write this, I have paused a game of Pac-Man Forever, a freeware Pac-Man update/homage/clone by My Dude Studios available on itch.io, on Round 154. I have spent almost three straight hours of playing it. It’s pretty good, but I’ve been tired of it for the last hour of it. Yet, it keeps going. It keeps going.
It helps to keep the game fresh by adding gimmicks throughout the first 60-or-so levels, but it’s been recycling them for a while now. I’d like to emphasize that I don’t think the game is meant to be easy. I have been playing Pac-Man-style maze games since the original hit unwary US arcades back in 1981. I’ve also played my share of Ms. Pac-Man, Super Pac-Man, Pac-N-Pal, Pac-Mania, Pac-Man Arrangement, Pac-Man 99 (R.I.P.), and all three Pac-Man Championship Edition games, a couple of which I had at one point respectable slots on its scoreboards, or would have if they hadn’t been full of obviously hacked scores. I’ve even written my own Pac-alike, Octropolis, also freeware and on itch.io.
A note. My usual practice is to take my own screenshots, but my tool failed to save the game’s graphics buffer, and I am unwilling to play another marathon session to get some images. The screenshots here are from the game’s website.
Suffice to say I’m a bit of a Pac-obsessive. Not nearly as much as the great Jamey Pittman, author of the sacred bible of the game, the Pac-Man Dossier. And maybe not as much as PacMania67, of the comments section of the Pac-Man Forever download page. They mention getting slightly further than me at the moment, to Round 163, only stopping when hitting a mazegen bug. I don’t know if I want to play a few more rounds and get to that point. I feel Round 154 sufficiently establishes my bona fides here, I don’t have to be “the best,” whatever that means. That way lies speedruns, and ultimately insanity.
So long as you aren’t trying to finish Pac-Man Forever you’ll have fun, generally. The quirks and gimmicks are mostly good ones, with a couple of irritating exceptions. One gimmick shrouds the maze with tall grass, which sometimes makes it very difficult to spot the last dot on the board, yeah that can go into the garbage, I say. Another one I came to loathe is the jungle board, for whatever reason I can’t read the maze layout as easily in that theme as usual. Pac-Man works best when you can easily tell the shape of the maze and where the remaining dots are, and to play with that makes it into a different, worse, game. Fortunately those gimmicks are relatively rare.
Pac-Man Forever borrows liberally from the whole range of Pac-Games, and other Namco games of the era too, with themes based on Galaga, Dig-Dug, Mappy and even Pac-Man’s sibling Rally-X, which is one of the better themes. The Rally-X boards replace the screen-filling dots with more sporadically placed flags, meaning you don’t have to travel every inch of the board to finish it. Another game that’s borrowed from is one Namco would never touch nowadays, Jr. Pac-Man, which had extra wide mazes, extra Energizers, and big dots worth more points, but that are slow to eat. There’s a reason Jr. Pac-Man isn’t looked on as fondly as Ms. Pac-Man, but its additions work well here.
One aspect of the game I feel I should warn you about. There is a power-up gimmick; when you’ve eaten a number of ghosts in total, a fairy arrives and leaves a powerup on the board, that cycles between one of three choices. If you just gobble it down without paying attention, you will regret it! One of them, the champagne glass, will cause you to lose almost all of your extra lives, converting them all into speed increases. It is easy to get your speed up without having to use this, in fact you can get it up so fast that you may have to collect another powerup, a director’s slate, to slow the game down enough to keep it playable. Most players will eat it at least once just to see what it does, but may not notice all of their extra lives vanishing when they do it. Even if you know it exists, Pac-Man Forever can get so fast that you end up eating it on accident. Its inclusion it a bit head-scratching. Instead of it, maybe get the Sneaker (a speedup), the Fried Egg (increases score bonuses) or especially the Pear (increases Energizer duration).
I know this sounds negative for a game that I ostensibly like. I would say more positive things about it, but three straight hours of it has dried out my brain and depleted my writing style, yet I still have to finish this post before I can go to sleep. If you like Pac-Man, you’ll probably like this, although there is a danger that you’ll play it to distraction as I have. My hope was to get to a level that unlocked the Trog enemies promised on the game’s promo artwork.
Trog, from the Bally arcade game, is the one-eyed caveman in the upper-left. It’s a really underrated game! I hope it’s included in there somewhere.
In my current state, that’s all I can squeeze out of my brain on this one. I’m off to have nightmares about eating dots and fleeing ghosts. Ta.
The weekly indie game showcases highlight the many games we check out on the (Game Wisdom) channel. Please reach out if you would like to submit a game for a future one. All games shown are either press keys, demos, or games from my own collection.
Owner of Game Wisdom with more than a decade of experience writing and talking about game design and the industry. I’m also the author of the “Game Design Deep Dive” series and “20 Essential Games to Study”