Pillars and loop¶
Use this page as the short design filter. If a feature or puzzle idea does not serve these rules, it needs a clear reason to stay.
Design principles¶
| Principle | Meaning | Design test |
|---|---|---|
| Learn | Rephrased is a puzzle game about language learning. | Does the player infer meaning from use, not instruction? |
| Powerful | The player changes world rules, not just object states. | Does the sentence feel like it rewrites a rule of the space? |
| Visual | The game teaches through layout, animation, camera, and environment. | Can the player understand the next step without heavy UI text? |
Core loop¶
- Enter a new space and observe rune-like shapes, slots, blocked paths, and environmental cues.
- Collect or identify available runes.
- Place runes into a sentence structure.
- Watch the environment respond.
- Infer rune meaning or rule behavior from the response.
- Recombine runes to solve the space and unlock the next memory, area, or vocabulary.
Design guardrails¶
- Prefer sentence-driven solutions over manual object handling.
- Use repeated layouts only when the second use teaches a twist.
- A puzzle should usually teach one new rule or one new combination, not several unrelated ideas.
- Failure feedback should be readable in the world: no change, partial change, wrong target, or blocked effect.
Related pages¶
Change history¶
- 2026-05-08 — Gabriel Li — Added baseline change history section for weekly wiki maintenance.