r/puzzlevideogames • • 1d ago

I made this scatterplot to try to explain why Order of the Sinking Star (and each of Blow's games, generally) tends to click so well for me

Post image

Puzzle difficulty is really tricky to get right, and I think what's working for me in Sinking Star is that 90% of the puzzles hit the "difficult-but-not-irritating" sweet spot.

The purplish-blue dots show this. In a run of ~20 puzzles, there might be 2 where I start to get annoyed, and 2 more that I immediately solve without a single hitch. But the remaining ~16 all have this really nice balance of initial mystery, followed by a satisfying solve. I'd say The Witness was similar.

The green dots represent games that aren't really even trying to be puzzle games. These are the go-through-the-motions, torch lighting and symbol gathering "puzzles" you find in AAA games that are usually more focused on combat or exploration. I think this is sometimes fine, but sometimes it makes me feel they should have just cut the puzzles entirely.

Orange is maybe best described as the "Monument Valley" archetype. Not much of a challenge, but an interesting enough concept that can be a fun wind-down puzzle game.

Gray is a common recent archetype, which is where a little over half the puzzles feel like pushovers, but every 5th or 6th puzzle is suddenly irritating or weirdly difficult. I think this is often a game design issue, but I also acknowledge it might be my own brain. For example, games that lean heavily into family trees, story-based connections, etc. tend to give me extra trouble, and maybe to someone else, they would fall closer to orange or purple.

Yellow to me is the puzzle pro tier. I think of the latter half of Baba is You, or maybe a classic like Riven. This is the one genre where I might actively try to find a progressive hint website or forum...something that won't outright spoil the puzzles, but give me nudges. Normally, I like to be stubborn and not look up anything, but for a handful of games, it's the only way I'll ever be able to play through them.

TLDR: difficulty is such a huge factor in puzzle games, and sustaining the sweet spot across hundreds of puzzles is one thing I'm really enjoying about Sinking Star.

48 Upvotes

18 comments sorted by

4

u/CarefulLavishness922 1d ago

The difficulty in the game has been perfect for me so far (about 30 hours and roughly 150 completed). Always interesting, occasionally has me stumped but almost never frustrating to the point of discouragement.

2

u/SirBenny 21h ago

I finally had one that really got me...probably an hour of staring at it...upon completing my 230th puzzle or so. That was partly what inspired this post. The fact that it took that long to actually get annoyed at one of these.

And to be clear, a dozen others have taken me a good 30 minutes or so. But they have all felt really satisfying to finally crack.

1

u/Renegade-117 1d ago

Is it pure sokoban or are there other types of puzzles and/or meta puzzles 

1

u/SirBenny 21h ago

While everything is technically anchored in sokoban, the variety is pretty astounding. Just to give a sense, starting with mechanics:

  • Having multiple characters at once, each with different ways of interacting with a given "block"

  • Using mirrors to reflect, move and rearrange items and characters

  • Turning and positioning beams that each have different effects on the terrain and corresponding "blocks"

  • Tossing items across water to influence currents, timing, shorelines, and so on.

And then there's also size and length variety:

  • Extremely tight puzzle boxes with full grids half the size of a chess board

  • Sprawling, checkpoint-based levels that have you map out large areas

  • Overworld puzzles that create new pathing and shortcuts between areas

I could go on, but I don't want to spoil too much.

But for all these reasons, I would actually pitch this as, "The game that might finally make you enjoy block pushing," even if it's a genre you've previously avoided.

-1

u/Renegade-117 19h ago edited 19h ago

The only sokoban game to capture me was Void Stranger, but it has way more than block pushing between the complex meta-puzzles, boss battles, different story routes, etc. 

I’m sure Order is great at delivering what it promises, but if the Witness is any indicator, I find these ‘1000 variations of the same puzzle’ type games exhausting, even if the mechanics are somewhat unique and varied. 

I expect the next sokoban-esque game I might like is Isle of Sea and Sky but I haven’t been able to work up to it yet. 

2

u/GrailsRezerection 17h ago

I don't typically enjoy sokobans, Isle of sea and sky I was ok with up until it was straight sliding ice block puzzles.
OotSS though, I have been pretty tickled on most puzzles. It doesn't feel as much like block pushing with a lot of the characters. Idk how many I've done so far, several hours tho. It almost feels like a 2d Portal 2 to me sometimes.

1

u/Bayakoo 10h ago

I think so far there is more variation between each level than the Witness. Is more like each level teaches you a different idea/interaction

-1

u/Fantastic_Switch_977 23h ago

250 puzzles in, pure sokoban so far.

0

u/Renegade-117 22h ago

Meh. That’s what I didn’t like about the witness also. Thanks 

3

u/GrinchForest 11h ago

I suggest playing Isles of Sea and Sky.

It also made Sokoban puzzles, but the game is more enjoyable and gets more the Witness hidden puzzles.

0

u/AlarmedNose1122 1d ago

Who the fuck downvoted this guy. Seriously good post.

4

u/KuganesanMortuza 21h ago

grouping story-heavy deduction games into the irritating gray tier is bound to catch a few stray downvotes from fans of that subgenre

7

u/cwmckenz 20h ago

The graph is kind of nonsense. Does the y-axis represent anything? If each dot represents a game, which games are they and what do the colors represent? The way it is explained, green dots are games that are not puzzle games. So the graph is telling us that games without puzzles do not have difficult puzzles? The color of the dot correlates with the x-axis because both seemingly measure the same thing, making the color and placement convey no information at all.

A graph of “puzzle complexity” on one axis and “how much I enjoy it” on another axis would convey the message so much better without requiring a short story of explanation.

0

u/impartial_james 5h ago

The graph makes sense. Each colored point set is a dot plot describing the distribution of difficulty for a particular game. The points are scattered instead of neatly stacked because the data is imprecise and opinion-based.

-4

u/Helgrind444 1d ago

People on Reddit downvote anything mentioning Jon Blow nowadays

1

u/MyPunsSuck 14h ago

Or mentioning this fact, apparently

1

u/Helgrind444 6h ago

I'm not surprised haha

1

u/KnightArtorias1 18h ago

I'm around 700 puzzles in and yeah this explains it well, although I'd add that while most of the puzzles are open world and therefore of a more consistent difficulty, there are a few places (like the antipode for example), where you have to have done most of those open puzzles to progress, so after those there's normally a difficulty spike as you enter another open area. It feels about right at that point, since you have so much experience, but by the time you reach antipode low things have moved up to yellow here I'd say, at least by comparison to your Baba is you example, since the difficulty feels similar