Archive for the 'Puzzle' Category


DROD: Narrative in a Puzzle Game

Beethro, disguised as a guard, sneaks into Dugan’s castle.Let’s make one thing clear: DROD is fundamentally a bag of puzzle-rooms. It’s got aspects of narrative and world-building, but they exist as a frame for the puzzles, and are wholly subordinate to them — for example, the gameworld is full of gates that only open after all the monsters in the room have been killed, even in areas that aren’t in dungeons. This makes no sense in the world or the story, but the game trumps them both. Still, the story isn’t just appended to the game (in this episode, anyway). The story complements the game, providing a rationale for game elements.

For example, I’ve just been through a part where Beethro briefly returns to the kingdom of Dugandy. Through the machinations of the Empire’s agents, Beethro is a wanted man, a suspected traitor to his own king. So, sneaking into a guardhouse (a rare stealth segment — Beethro doesn’t want to kill his own countrymen), he steals a guard’s uniform to use as a disguise. It turns out to be a very successful disguise indeed: while he has it on, the monsters in the dungeons won’t attack him first. Once Beethro makes an attack, everything charges. This temporary change to the basic rules of the game is the basis for a set of puzzle rooms, ones that can only be solved by not initiating combat immediately.

Was the puzzle sequence inspired by the story, or was the story invented as an explanation for the puzzles? Probably a little of both, but the game gets more out of it than the story does.

On a smaller scale, though, narrative influences puzzle content all the time. I remember reading an essay by one of the designers, giving advice on how to make homebrew DROD levels. I wish I could find that essay now; I’d link to it here. The gist of it, though, was designing puzzles as stories, coming up with a description of the intended player experience before sitting down with the level editor. Things along the lines of, “The player walks into the room and sees roach queens1 in every corner, positioned behind force arrows where they’re inaccessible. At first, this seems impossible: the player can’t reach the queens to slay them. Then the player notices…”

Good advice or bad? All I can say is that it seems to have worked pretty well here.


  1. The most basic monsters in DROD are the giant cockroaches, which just charge at you in a straight line. Roach queens are roach generators. They flee before Beethro and create new cockroaches after every 30 moves. []

DROD: The City Beneath

The city.  Those familiar with previous episodes will notice that Beethro’s sword is sheathed for the first time ever.Having played the oldest games on the Stack, it’s meet that we now continue with the newest: the first game on the Stack to be released after I started this blog. DROD: The City Beneath is a game I’ve been looking forward to.

I suppose I’ll have to explain the DROD phenomenon a little, because it’s way too indy to attract any significant media attention. Known to connoisseurs but not sold in stores. The word “cult” probably belongs in here somewhere. Originally known as Deadly Rooms of Death, it’s a turn-based puzzle game in the dungeon-crawl idiom, its gameplay is somewhere between Gauntlet and Sokoban. The goal is simple: kill all the monsters. A single blow from your Really Big Sword will destroy any living thing in the square it touches. The controls are also simple: use the arrow keys to move one square in any direction, and the “Q” and “W” keys to rotate 45 degrees, swinging your Really Big Sword1 as you do so. It uses these two simple things to create complex puzzles. The basic way the game works, from the first episode onward, is that most levels introduce a new monster type or terrain feature and then exploit its puzzle potential in every imaginable way. When its potential is exhausted, you proceed to the next level and get a new puzzle theme to explore exhaustively.

The first game had a simple storyline involving Beethro Budkin, dungeon exterminator, being hired to clear out the levels below the castle of one King Dugan. It left one hook for future adventures: one room had a door that could only be opened from the other side. The sequel, Journey to Rooted Hold, had Beethro getting through that door and discovering to his shock and surprise that the game had a plot. It seems that the accretion of additional levels to the bottom of Dugan’s dungeon in successive versions of the original game isn’t just a natural phenomenon, but the activity of an underground empire founded in the pursuit of knowledge — a hive of secrets, seemingly pointless activity, and endless bureaucracy. NPCs were introduced, Beethro’s nephew Halph (who assisted Beethro with some of the puzzles) started acting creepy and disappeared, a voice from a vast pit muttered cryptic nonsense. The City Beneath, the new episode, picks up where that left off, with Beethro arriving at the empire’s capital. The city is a hub of pure scenery and NPC interaction where Beethro isn’t even allowed to use his sword, with puzzle areas around its periphery. In a way, this hub section reminds me of Knytt, an experimental work that’s more art object than game.

That’s the basics. More details will follow, when I’m not in a hurry to get back to playing it. This is a real 5 AM game.


  1. Yes, it has to be capitalized like that. Be grateful I have enough self-control to refrain from adding a trademark symbol. []

Heaven and Earth

In a reply to an earlier post, corto writes:

I too am a fan of games modeling other types of games inside themselves. The Sokoban levels in nethack are another example - I’m trying to think of others.

I have to mention Heaven and Earth, a game from 1991 featuring abstract puzzles by Scott Kim. There are 12 types of puzzle in the game, several of which are used to model other types of puzzles.

For example, one of the types of puzzle involves assembling a given pattern out of pieces made of line segments on a grid. This is straightforward at first: you look at your pieces, you look at where they might fit in the target shape, you put them together. It’s like tangrams, except that the pieces are made of lines and are allowed to overlap. But after a while, you get a puzzle that’s not like that at all: instead of the target pattern being a composite of the pieces, it’s just the same disconnected pieces, arranged differently. Suddenly the constraints of the space matter. The thing that makes it hard isn’t figuring out which piece goes where, but getting them were they belong. If you allow two pieces to touch, they stick together, which isn’t what you want. And the meager empty space isn’t large enough to contain an entire piece, so you have to shift and shuffle them around. In short, it uses the rules of a pattern-assembly puzzle to create a sliding-block puzzle. Again, this is not the only example in the game.

I notice that Mac and MS-DOS versions of Heaven and Earth have been made available for free download by its creators. The DOS version runs under Windows XP, but had no sound when I tried it. Presumably VDMSound would help there.

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