Journey

Ten milestones, one lesson each.

Where the game and the method meet. Each milestone says what changed and what we learned from it.

  1. First playable

    What changed

    A written rule contract and plain rule classes produced an eight-arrow board you could clear.

    What we learned

    Keep the rules apart from the screen, so they can be tested without one.

    Read the chapter

  2. Arrows with tails, and a proof

    What changed

    Arrows gained bent tails, and a solver began proving that every puzzle can be finished.

    What we learned

    Removing an arrow can only free cells, so you can never get stuck by playing.

    Read the chapter

  3. Arrows that unwind

    What changed

    Arrows became continuous lines that leave along their own path instead of sliding off.

    What we learned

    How an arrow leaves turned out to be part of the game, not polish.

    Read the chapter

  4. A catalog and Level Select

    What changed

    Eight hand-built puzzles, a Level Select menu, Replay and Next Puzzle.

    What we learned

    A menu that looks right can still leave a keyboard player with nothing selected.

    Read the chapter

  5. The analyzer and the 2/5 playtest

    What changed

    An analyzer measured each board's structure, and six experiments hit every target.

    What we learned

    A human rated them 2 out of 5 for challenge. Structure is not what makes a puzzle feel hard.

    Read the chapter

  6. Open Move and the player contract

    What changed

    “Show Me an Open Move” arrived, with a score cost and no limit on use.

    What we learned

    Harder puzzles need a safety valve before they need more arrows.

    Read the chapter

  7. A canvas bigger than the screen

    What changed

    Zoom, pan and Fit Puzzle, by mouse, keyboard and gamepad.

    What we learned

    The puzzle should define the world; the screen is only a window into it.

    Read the chapter

  8. Six experiments

    What changed

    Six hand-built experiments with long, bent arrows, and an audit of the project's own rules.

    What we learned

    They gave a vocabulary, not a recipe. And a rule you don't audit is a wish.

    Read the chapter

  9. The Reference Knot

    What changed

    One level composed by hand through three versions and played to the end by its designer.

    What we learned

    Green checks were not enough, and one tester is not outside validation.

    Read the chapter

  10. This showcase

    What changed

    The game in a browser, the story beside it, and a way to tell us what you think.

    What we learned

    What independent players make of it is the next thing to find out.