Unlike other consensus "bests", it's relatively unknown to the public (which is understandable for many reasons). It's very likely that if you're a puzzle game devotee, you will fall in love with SSR; but at the same time, if you don't have experience with puzzle games, you'll very likely hate it.
As a result, I've always thought it's an interesting window into how we value "taste" and "mastery", how too much mastery can actually distance us from one another, and what meaning there is in designing games for an ideal world shaped around ourselves, versus the world we actually live in.
It's well-known that puzzle games sell badly on Steam, and I think part of that is that difficulty and struggle is an acquired taste. Most try to paper over that gap with nice soundtracks and graphics, "hooky" mechanics, and narrative. SSR is so interesting because it contrasts so violently: it's ascetic, has no obvious hook, and offers nothing but difficulty and struggle, and the best feeling in the world if you decide to push through it anyway.
Baba is You ramps up as you go to, but the ramping up is mostly done by the game giving you new tools to work with. Plus, the amount of interesting puzzles you can do with the mechanics of Baba is You is virtually endless, whereas SSG makes you feel like the game squeezed all the possible gameplay out of moving sausages around.
In favor of SSR: The design is more vertical than Baba, it explores fewer mechanics but with greater depth. And it's entirely spatial, whereas Baba's solutions are sometimes a matter of wordplay, with the sokoban just a formality.
I like Baba better, but I'm not sure if it's the better game.
rolled, surely
Deadly Rooms of Death has same movement style as SSR. It is amazing series of games each with unique mechanics. It often evokes that feeling of being in active communication with puzzle author through evolving level design.
I've also enjoyed Rhell: Warped Worlds & Troubled Times, a recently released gem. It is completely opposite of SSR, with how broadly you can approach the puzzles depending on which spells you have available (with many parts becoming too easy if you postpone them). Many games design their puzzles with a single solution. Rhell takes approach of "you cannot pass here, let's see you try" which is a fun spin on the genre. I also enjoyed how you gain abilities through game. In many modern games you unlock higher jumping by collecting skill points and spending them on skill tree. Here the same ability is emergently and organically incorporated into game mechanics. Over the playthrough the player collects new spell runes; at one point you gain rune to apply the spells to yourself. By assigning a combo strong-raise-on-self to a hotkey, you empower the character with the higher jump ability and stop using the normal jump. There's all kind of crazy and innovative ideas in there and the entire game is delightful.
My list:
1. Antichamber
2. Fish Fillets 2
3. Baba is You
4. Ittle Dew (esp. the Master Dungeon)
5. An Architect's Adventure
6. Cosmic Express
7. Talos Principle
8. Stephen's Sausage Roll
9. Portal
10. Cocoon
Fish Fillets 2 looks simple, but it's one of the toughest puzzle games out there. Especially getting the stars on each level. I love it because the rules are simple, everything's there on one screen, but figuring it out requires a lot of out of the box thinking.- Patrick's Parabox
- Blue Prince
This one? It looks interesting but definitely a lot less visible than SSR and not on storefronts or etc, right?
I'd take Void Stranger or probably even Deadly Rooms of Death: The Second Sky over Stephen's Sausage Roll any day, I imagine.
de•li•cious saus•ag•es
I've seen this game recommended many times but I've never played it because I feel like I would get bored very fast. Same with Zachtronics games.
https://youtu.be/85mAmP4k1Co?si=yuxpJ2xhkH7r_eo3
The video has lots of helpful information for puzzle game design. I have started to incorporate some of that knowledge into my own puzzle game https://qcgeneral29.itch.io/lets-learn
Never heard of it.