Mechanic
A rule a player can act on repeatedly and learn to predict — not a theme, not an animation, a rule.
Puzzle Design & Craft
Plain-language definitions for the words that come up constantly in puzzle design — used here exactly as the studio uses them, not as a claimed industry standard.
Last reviewed 2026-07-01 · Signal Notes · Auf Deutsch lesen
Key takeaway: These are plain-language definitions for terms that come up constantly in puzzle design — written the way this studio actually uses them day to day, not presented as a canonical industry standard.
Puzzle design has a lot of loosely-shared vocabulary and not much agreement on exact definitions. This glossary isn't an attempt to settle that — it's a plain record of how these ten terms get used across Solobit Games' own notes and process, so the rest of Signal Notes stays consistent and readable.
A rule a player can act on repeatedly and learn to predict — not a theme, not an animation, a rule.
The instant a player's own reasoning clicks into place and a puzzle resolves — the moment a good hint system is careful not to spend for them.
The shape of challenge over time across a sequence of puzzles — flat, spiking, or staircased, not just "getting harder."
Offering help in small, opt-in steps — first a nudge toward where to look, then what to consider — rather than one hint that states the answer.
The short cycle of idea, prototype, playtest, and cut that a mechanic has to survive before it earns a place in a game.
A short stretch in a difficulty curve where a newly learned skill gets to feel familiar before the next escalation arrives.
Signaling that a puzzle is harder through its own design — layout, new elements, move count — instead of telling the player outright.
A rule that limits what a player can do in a way that makes the puzzle clearer, not just harder — restriction used as a design tool rather than an obstacle.
Visual or audio response that tells a player clearly whether an action moved them closer to or further from a solution, without giving the solution away.
A hint that eventually completes the puzzle for the player automatically — the opposite of opt-in hint layering, and the fastest way to spend an aha-moment for them.
Related notes
A digital puzzle game is a system players learn to read clearly — not a story with rules attached to it.
Difficulty is a shape over time, not a dial that only turns up — and most puzzle games get the shape wrong before they get the dial wrong.
A good hint system protects the moment a player figures something out — it never trades that moment away for convenience.