Full game metadata
| Field | Value |
|---|---|
| Steam app type | game |
| Steam App ID | 3007840 |
| Live current players | 0 |
| SteamPulse tracked peak | 0 |
| Live count (today's peak floor) | 0 |
| Price | Free to play |
| Free to play | Yes |
| Discount | 0% |
| Original price USD | — |
| Current price USD | Free |
| Release date | Jul 2, 2024 |
| Developer | Kevin De Keyser |
| Publisher | Kevin De Keyser |
| Owners estimated | Not available |
| SteamSpy owner estimate minimum | Not available |
| SteamSpy owner estimate maximum | Not available |
| Review type | Not available |
| Positive review percent | Not available |
| Positive reviews | 0 |
| Negative reviews | 0 |
| Total reviews | 0 |
| Steam recommendations | Not available |
| Achievements | Not available |
| Average playtime forever | Not available |
| Windows support | Yes |
| macOS support | Yes |
| Linux support | No |
| Parent game | Not available |
| Store URL | https://store.steampowered.com/app/3007840/ |
Short description
Tool for creating puzzles interactively.
About this game
PuzzleScriptMIS is a development tool for puzzle games that contains a level editor, a test mode, a solver and uniquely a transformer for PuzzleScript. The transformer functions as a new way for puzzle designers to find or refine levels for puzzle games. How the transformer works: Designers can specify transformation rules according to which a current level design is transformed. The transformation rules follow a similar syntax to PuzzleScript and should be very easy to pick up for anyone familiar with PuzzleScript. It extends the language by introducing the keyword choose. choose 1 [Player | No Obstacle] -> [|Player] This chooses, with equal probability, any match of [Player | No Obstacle] (provided there is one) and replaces it with [ | Player] according to the normal rules of PuzzleScript. Notice that this can lead to multiple possible subsequent transformations. For example, the following level could be transformed into two different choices: The final outcomes are then ranked according to their difficulty and presented to the designer. In this very simple example, the level where the player is moved to the right is considered slightly more difficult than the level where the player is moved to the right. The difficulty metric is based on the number of states the fastest solver requires in order to find the solution, and does not always match human judgement. The transformer works best if the ratio of interesting levels is high in the search space and the levels need a moderately low number of steps to be solved. The following are example use cases of using a transformer for designing Sokoban puzzle games, but the techniques apply to other puzzle games. Use case: Inspiration In the following example, the designer restricts the transformer to only create 4x4 Sokoban levels with 4 crates and targets and no walls. The transformer takes as an input an initially empty 4x4 level and transforms it according to the following rule. choose 1 [] -> [Player] choose 4 [No Crate][No Target] -> [Crate][Target] Use case: Make it solvable when stuck In the user study, most designers got stuck at some point when designing a level by introducing or removing an object which mad…
Supported languages
English
