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Mechanics and variants

1Stopping, slowing and accelerating timeOverview and example ↗Changing time speed creates analysis and execution opportunities, but requires explicit exceptions across world systems.4

Mechanic variants

  • Stopping freezes the world but permits commands.
  • Slow motion expands a player's response window.
  • Fast-forward skips predictable repeated cycles.
  • Local fields alter the rate of selected objects.

Design example. A projectile slows inside a sphere so a reflector can move before it exits. Prototype check: Test timers, audio and physics across rate boundaries, including pausing within another slow-motion effect.

Context and sources: PuzzleScript: Rules
2Parallel timelines and causalityOverview and example ↗Multiple temporal states connect through causal rules, letting actions in one timeline change another's possibilities.4

Mechanic variants

  • Past actions alter a persistent future object.
  • Branches create independent choice consequences.
  • Invariants preserve selected facts across timelines.
  • Paradoxes have a predefined resolution rule.

Design example. A tree planted in the past supports a future bridge unless the ground is flooded. Prototype check: Test changing a cause after its result has been used and preserve consistent paradox rules.

Context and sources: PuzzleScript: Rules
3Recorded actions, replays and interacting with copiesOverview and example ↗Recording turns an action sequence into a repeating participant with whom the current player can coordinate new actions.4

Mechanic variants

  • Ghosts replay input on a shared timeline.
  • Copies encounter the changed environment.
  • New recordings replace a limited replay slot.
  • Synchronization aligns actions from different attempts.

Design example. A first recording holds a lever while the current character carries cargo through an open gate. Prototype check: Test replay divergence after geometry changes and explicitly choose input replay or stored-trajectory playback.

Context and sources: PuzzleScript: Rules
4Changing scale, gravity and reference framesOverview and example ↗Changing scale or reference frames reshapes usable surfaces, distances and force directions.4

Mechanic variants

  • Shrinking opens a narrow passage.
  • Growth turns a small object into a platform.
  • Gravity rotation changes wall and floor roles.
  • Moving supports define relative velocity.

Design example. A player shrinks a cube for transport and enlarges it under a lever as support. Prototype check: Test collision and velocity across scale transitions and align interface units with the selected rule.

Context and sources: PuzzleScript: Rules
5Portals, topology and non-Euclidean spacesOverview and example ↗Portals connect nonadjacent regions while unusual topology changes expectations about routes, visibility and returning.4

Mechanic variants

  • Paired portals maintain explicit entry-exit links.
  • Exit orientation transforms movement direction.
  • Looping rooms return travelers from another side.
  • One-way connections make transitions irreversible.

Design example. A balcony door leads downstairs while a window shows that room from an otherwise incompatible angle. Prototype check: Test camera, projectile and carried-object paths through a connection, including repeated transitions.

Context and sources: PuzzleScript: Rules
6Changing rules and interface metagamesOverview and example ↗Players change an active rule or treat interface elements as world objects, expanding ordinary permitted transformations.4

Mechanic variants

  • Rule words change properties of an object group.
  • Reordering conditions changes the victory method.
  • Interface windows become movable geometry.
  • Rule changes have a visible scope of effect.

Design example. Replacing a rule's wall with door opens passages but simultaneously removes a needed support. Prototype check: Test self-applying rules and recovery after creating a state with no available actions.

Context and sources: PuzzleScript: Rules

Sources and examples

Sources support particular techniques or methodology, not every family variant. Design examples and mechanic combinations are illustrative.

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