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Scale creator explains how he builds such sizey-wizey puzzles

As anyone who’s spent more than a few hours scratching their head at that damn fox-chicken-grain riddle knows, solving a puzzle can often be a frustrating, demoralizing experience. If the puzzle’s good enough, it can even feel impossible. But despite however stressed the solver feels while trying to put the puzzle together, there is always at least one other person it has frustrated more: its creator. Whereas the solver only has to find a single solution to put an end to their struggle, the creator has to anticipate all possible solutions and narrow them down to just the desired outcomes…

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SCALE creator examines how small details can have a huge impact

SCALE captures so much of what makes videogames exciting: that feeling of interacting with ordinary objects in new and strange ways, the abstraction of mundane things, the sense of wonder that comes with experimentation, and the reward when your presence in the world means something. But it isn’t all fun and games trying to turn SCALE’s mysterious, size-shifting playgrounds into a coherent whole, as evidenced by the game’s latest Kickstarter update. In the blog post, creator Steve Swink goes over the many iterations he’s made and scrapped just for SCALE’s hub, the central zone that connects each of SCALE’s individual levels and lets players…

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Scale is exposing the challenges of scaling videogames

Scale is a puzzle game with a straightforward elevator pitch: “You wield a device that can make any item any size.” This is a popular pitch. It earned the game $108,020 in funding from over 5,000 backers during its Kickstarter campaign. Steve Swink, Scale’s creator, subsequently created an alpha version of the game and has now written about what he’s learned in an illuminating update. Swink’s post helpfully addresses the challenges of scaling (excuse the pun) from a demo to an actual game. Things that worked in the former may not be as compelling in the latter. The growing size…