Puzzle Dungeon

Mastering the Puzzle Dungeon Through Challenges and Lessons

image: directsun asks Dwiz if he wants to talk about puzzle dungeons

This post is part of a multi-part series on Puzzle Dungeon Design. Start with part 1.

Defining challenge

These are the criteria for OSR-style challenges:

  1. has no easy solution.
  2. has many difficult solutions.
  3. requires no special tools (e.g. unique spells, plot devices).
  4. can be solved with common sense (as opposed to system knowledge or setting lore).
  5. isn’t solvable by a single character-sheet ability (or at least not preferentially).

At first glance, famous puzzle dungeon toys like the gravity gun or portal gun seem like they’d violate criteria #3: “Special tools,” right? Not exactly.

Let's pretend that Explorer's Design didn't already make some compelling clarifications on problems and solutions. Let's contrast these gimmicks with one that definitely isn’t a special tool. The Seers Sanctum is a dungeon that revolves entirely around sight. You either look at something, or you don’t. Your eyeballs are the mechanic.

I know I’m in danger of sniffing my own designer farts, but there’s something elegant about that. The gimmick is just complex enough to spark curiosity but simple enough to understand the moment it clicks.

Sight isn’t a special tool. It’s a fundamental, relatable interface. A great gimmick teaches players how to use that interface in new ways. Part of what makes Portal’s portal gun and Half-Life 2’s gravity gun such powerful OSR-style tools is that their rules are introduced through lessons and each new test builds on the last. Many OSR tools can even be puzzles in their own right. They’re new rules of reality and mastering them is the challenge.

So let’s add one more item to our list of criteria:

  1. Challenges should test and reward mastery of the dungeon’s mechanics.

image: Now you're thinking with portals by Mackalillan

Brainstorming

It's time to throw down that lump of clay so that you may shape it as you please. Time to make some lists!

image: The clay scene from the movie

Theme: Darkness

Gimmick Light and darkness make stuff happen. Light only illuminates 10' (thanks for the Advanced Darkness, Dwiz).

Challenges

  1. A chamber under permanent magical darkness. A light-activated device lies within.
  2. A chasm-crossing bridge made of "dark moss" that dissolves in light.
  3. Giant spider webs entangle that same light-sensitive moss bridge.
  4. An Indiana Jones boulder suspended by dark moss (swap it for a fragile vial of luck potion.)
  5. A light-repelled beast lairs in a room of permanent darkness you must pass through.
  6. "Light-eaters" drain torches, then evolve into something worse while you light another.
  7. An object must be carried through darkness. If left unlit, it teleports home.
  8. A hallway of traps triggered by light.
  9. Distant lanterns must be lit, but hungry monsters keep devouring your illumination.

All of these reinforce the theme, lean into the gimmick, and meet OSR-style challenge criteria. However, I missed something important here: lessons.

Lessons

image: Chalk board with some math on it

Players can’t solve a challenge built on your gimmick until they’ve learned how that gimmick works.

Dwiz said it best in one of our chats:

When I started my puzzle dungeon for the jam, the first thing I did was make a list just like this. But then, I realized that in order for the players to really solve a lot of those challenges, they'd have to learn how some things work. So I made a list of "lessons" I would need to teach my players, one example at a time. For each lesson, I tried to come up with a way to wordlessly convey it.

Just like school, right? Math, chemistry, grammar: they’re all rule systems you learn one building block at a time. Puzzle dungeons work the same way. Before you ask players to master the rules of the dungeon, you must first teach them those rules. We teach with lessons: simple, isolated encounters that demonstrate one idea at a time.

For example, take this challenge:

Distant lanterns must be lit, but hungry monsters keep devouring your illumination.

There are two separate lessons buried inside that challenge:

  1. Some monsters eat light.
  2. Some puzzles are solved by lighting special lanterns.

Before players face the combined version, you teach each idea individually.

Lesson 1: monsters eat light

Lesson 2: special lanterns solve puzzles

Only after these lessons do you present the combo challenge where both ideas collide.

Here's another sequence:

Lesson 1: Dark moss dissolves in light

Lesson 2: Light repels certain monsters

Combo challenge

Stacking lessons and mixing puzzle pieces is how players keep learning the mechanics of the dungeon.

The Final Exam

That "Aha!" moment hits different when you build up to it.

The lessons don't always have to be in order. You can show players the "final exam" on day one. It's a puzzle they are not expected to solve yet (but they might). These can be hard locks or soft locks. They will not understand every variable of the problem, but they know what problem they are trying to solve. They’ll most likely poke at it, shrug, and move on. But it lurks in the back of their minds, waiting.

Final challenge

As they move through the dungeon, they learn lessons—the building blocks of your gimmick. Each lesson grants a bit more context (special lanterns solve puzzles, monsters eat light), and suddenly that “impossible” puzzle from earlier starts to look less impossible. Not solved yet, but the crack continues to spider until understanding spews forth.

By placing some challenges before their corresponding lessons, you encourage experimentation. Now players may wind up solving these challenges "early," like reading the next chapter before the lecture. When they later encounter the actual lesson, they'll breeze through it. Mastered. That's a good feeling.

This final exam should never block the path of exploration. If players need a few more lessons, there should be plenty of dungeon left to explore and opportunities for understanding. Give them room to mull things over. It makes the payoff sweeter.

Optional Challenges

image: Super Mario Wonder screenshot with optional coin in a tough to reach location

Super Mario Wonder; Source: IGN

Extra credit time. Optional challenges are the "Something the Players Probably Won't Find Solve" of your dungeon checklist.

These are the Mario “star coins,” the Zelda treasure chests just beyond reach.

These optional challenges can be as weird or difficult as you like, but their optional nature should be unmistakable. Because they’re elective, you don’t have to worry about them being too esoteric. Just as a traditional dungeon might be able to handle a range of character levels, a puzzle dungeon can support a range of player skill through invisible difficulty settings. A clever first level party may find a way to snag some treasure from the sleeping dragon, but should probably skirt around it. A fourth level party might attempt the same high-risk challenge because they are confident they can handle it. Optional puzzle challenges work the same way: players can attempt them or ignore them. And as Arnold K says, those players will "always walk away with a feeling of enormity, that there was always more to find."

Draft something so you can iterate

image: Single page puzzle dungeon draft

First draft of Darkness There and Nothing More

Don't wait too long to run your adventure. Write your first draft purely for yourself. It doesn’t need to be pretty, it just needs to be runnable. Puzzle dungeons evolve through iteration and playtesting (and honestly, I’ve never nailed one on the first try).

Shift out of “perfect author mode” and into “I’m running this tomorrow” mode. That’s when the gaps become obvious. Fill them. Run it. Fill in more after the playtest. That’s where the real magic happens.

Next time: playtesting.

#advice #design #puzzle dungeon #puzzle theory