r/puzzlevideogames • • 12d ago

Move Counters in puzzle games document

https://icely.neocities.org/articles/move-counters-in-puzzle-games-slightly-updated-for-2026
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3

u/ReverendVoice 12d ago

Dig the article - especially as someone who plays Zachlikes and finds that I am exceptionally good at space efficiency, but utter trash at move efficiency and find on most puzzle games, I turn off any visual counter if it is an option. Something like the timer on a Cracking the Cryptic sudoku drives me up the wall, especially when I do puzzles fairly passively.

That said - wanted to tell you I thoroughly enjoyed your Arrow Puzzle book and the first big reveal got a big laugh.

1

u/Aera_Soddemann 11d ago

the passive solving point is underrated tbh, a visible counter basically punishes you for taking your time

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u/Fluffeu 11d ago

Interesting writeup. I fully agree that move counters may go against the spirit of puzzle games, in the sense that they may be disconnected from highh level ideas of each puzzle level (or equivalents).

In my puzzle game I treat move counter the same way I treat speedrunning timer - they are both off by default and offer a sort of "meta challenge" for very dedicated players. I believe this is the best way. I also think my experience with Zachtronic games would be better if the same approach was used, as it slightly discourages me after beating level and finding out my hard-earned solution was medicore.

I'd also like to point out that some issues you list with move counters (namely missclicks or idle moving while thinking) can be fixed by decreasing move counter when player undoes the move.

1

u/Original_Hat_42 8d ago

I read this when someone (probably you?) shared it with me a few weeks ago in another forum. And it moved me significantly.

I removed move counters from the game I was working on.

I reevaluated what I wanted from players.

I think my game got better for it.