genre

Use when

You want spatial puzzles built on a single expressive movement/manipulation verb.

What it is. A platformer where the walls are ideas, not gaps. You give the player one verb with a deep rule, then spend the whole game asking questions that verb can answer. Movement is a means; the answer is the win.

Player fantasy / why it’s fun. The click of “oh — I could do THAT.” The room looked impossible; you were missing one implication of a rule you already knew. Mastery here is comprehension, not dexterity — you feel smart, not fast.

Pillars

  1. One deep verb. Not a moveset — a single rule with more consequences than it first shows. anchor-braid‘s rewind, anchor-portal‘s two linked holes. The verb must be generative: every room is a new sentence in the same grammar.
  2. Wordless teaching. The level is the tutorial. No text box explains the mechanic; a safe room forces the player to discover it, then the game builds. See system-onboarding and pattern-readability.
  3. The idea fully explored. Each mechanic gets introduced, practiced, combined, and finally subverted before you retire it. Leave nothing on the table; a shallow verb outstays its welcome in three rooms.

The loop stack

LayerWhat happens
MomentRead the room → form a hypothesis → execute the verb → confirm or revise.
EncounterOne room = one idea (or one collision of ideas). Solvable in a single insight, not a checklist.
SessionA world = one mechanic’s full arc: teach → practice → combine → subvert → retire.
MetaNew world = new verb (or new twist on the old one). Optional harder rooms reward the comprehension-hungry.

The moment is cerebral, not twitchy. If the player knows the answer but keeps dying to the jump, you have leaked a reflex game into a thinking game — the core failure mode (see Pitfalls).

Essential systems

Content & difficulty model

Signature-mechanic seeds

Twist the verb, not the platforming. Each is X but Y with a vector in parens:

  1. Puzzle-platformer but the verb is chosen fresh each world (structure) — every biome hands you a different single verb (mechanic-clone, mechanic-teleport, mechanic-grow-shrink) and never reuses it; the game is an anthology of one-idea games. Risk: no compounding mastery — buy it back with a finale that stacks all verbs.
  2. One-verb but the verb is controlled by rhythm (mechanic-swap) — the manipulation only fires on the beat, so timing re-enters as structure, not twitch. Solving becomes choreography. Pairs with recipe-rhythm-platformer and genre-rhythm.
  3. Time as the verb (mechanic)mechanic-rewind or mechanic-time-stop as the single rule; the room is a chronology puzzle. Braid’s whole thesis.
  4. Space as the verb (mechanic)mechanic-portal or mechanic-gravity-flip: the puzzle is where “up” and “adjacent” secretly point.
  5. The avatar splits (mechanic)mechanic-clone / mechanic-possess: you author a past self, then cooperate with the recording. One player, two bodies.

Common pitfalls

Anchors

Verify

Prove it against design/FUN.md#1-·-grid-puzzle — machine-checked winnability, an authored insight per room, and reset cheap enough that thinking, not retrying, is the loop. Design here; prove there.

This module rendersthe repo's markdowndirectly — edit it there, it changes here.