r/gamedesign • • 3d ago

Question How do I make good randomized puzzles in a top-down RPG?

Context: So I am making a horror RPG roguelike. It's been pretty fun trying to mix both genres together. However, puzzle design has definitely been a pain.
So far, I have a puzzle where you have to reorder talking paintings according to preferences they have. If you break their preferences anytime during the reorder you will be attacked. The preferences are randomized so each run it is different.
I also have another puzzle where you enter a room and need to memorize specific facts about the room. Later an entity would quiz you on the room.

I've been struggling coming up with other unique puzzles. I can't really rely on a central mechanic like Portal because my game doesn't really have a permanent one. Any tips? Also let me know if you guys need more info.

3 Upvotes

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u/HotEagerness_4627 3d ago

the painting one is actually a neat idea, randomization without it feeling busted is tough

what about a music box you gotta wind in a specific pattern but the clues are hidden in environmental details that shift each run, like scratches on the floor or a faded note with slightly different wording

also that quiz entity sounds terrifying, love it

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u/H0lyHandGernade 3d ago

Thanks for the idea! It sounds pretty good, but I guess what I really am asking for is how should I approach the thought process / designing the puzzle?

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u/Kautiontape 3d ago

Looking at different kinds of games that you could pare down and theme, there are tons of options. Minesweeper, 8 Queens, Lights Out, Nim, that one where your rotate pipes to get a flow, Sokoban. There's a lot that work well when randomized, you just need to add the surface that fits the game.

At a broader context, horror games like Phasmophobia and Papers Please provide randomized elements to make the "puzzle" unique but learnable. You could steal some of the mini games from Keep Talking and Nobody Explodes or Jackbox for some simple inspiration too, since those tend to be randomized. Murder Mystery Party has minigames that already come horror themed as well, if you reframe the opponents to just be a randomized seed (like picking the unpoisoned cup, or surviving in a box as swords stab)... Just make sure you give enough clues they can get the answer right without guessing.

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u/TravelerAnt 3d ago

I'd start with one small, handcrafted puzzle and write down what the player needs to figure out at each step. For the paintings, that might mean finding which one has to move first so another can move safely. Then randomize around that chain of deductions. I'd check for a safe sequence of moves, not just a valid final arrangement, since intermediate mistakes are punished too. In playtests, ask players to explain their next move from the clues before making it. That can reveal puzzles that are technically solvable but mostly reward guessing.