← Projects

A · Design-element catalog 100 rows · M001–M135

Version 1.1.0 ·

This catalog is an idea source, not a checklist. You will find three kinds of entries:

One mechanic in §2 may use several rows here. Choose only the entries that strengthen the game's central pressure and one another.

IDs never change. When a row is removed, its number stays unused, so gaps such as those in M011–M029 are intentional.

Ratings and game examples are prompts, not measurements. Some examples come from open factory games rather than specification-driven puzzles, so their ideas may not transfer directly. Inspect a game before you borrow from it, then test the rule against the five questions in §2.

Start with the combines with column. It suggests pairs worth testing, although a pair may appear in only one of its two rows.

Emergence scale. Low: results follow directly from an action. Medium: several rules must be considered together. High: local rules can create surprising system-wide behaviour or failures.

A · Specification & verification M001–M010

Can the player infer a fair spec and test against it? M103 and M113 belong here by subject; they sit in G and H by number.

ElementDescriptionPlayer actionConstraintsOptimization axesEmerg. (editorial)Examples to inspectCombines with
M001
Specification-driven I/O target
A level defines valid input-output behavior rather than a prescribed construction.Infer the transformation and build any system that satisfies it.Exact semantics; hidden or generated cases may applyCorrectness; robustness; simplicityLowSpaceChem, TIS-100, SHENZHEN I/O, EXAPUNKS, Manufactoria, HRMM002, M003, M008, M105
M002
Multiple or adversarial test cases
A solution is replayed against varied inputs to prevent hard-coded answers.Generalize logic and test edge cases.Unknown future cases; one failure invalidates the programRobustness; cycles across worst case; code sizeMediumTIS-100, SHENZHEN I/O, EXAPUNKS, Manufactoria, HRMM001, M009, M113, M126
M003
Exact structural output matching
The produced object must match a target topology, orientation, ordering, or constrained graph.Assemble, transform, and orient components precisely.No extra parts; orientation and connectivity matterParts; area; cycles; damageLowOpus Magnum, SpaceChem, Infinifactory, shapezM035, M036, M045, M060
M005
Open-ended construction grammar
A small component set permits many topologically different valid solutions.Invent a system rather than select a canned answer.Only component semantics and level specification constrain designElegance; cost; speed; area; originalityMediumFactorio, Opus Magnum, SpaceChem, shapezM001, M105, M114, M126
M006
Bounded workspace
Construction must fit inside a fixed board, reactor, circuit, dome, or node grid.Pack components and route around obstacles.Fixed dimensions; blocked cells; edge portsArea; wire length; component countMediumSpaceChem, Opus Magnum, TIS-100, SHENZHEN I/OM047, M051, M108, M127
M007
Restricted component palette
Each puzzle offers only selected parts, commands, or system types.Compose a solution from the permitted vocabulary.Missing conveniences; limited counts; locked technologiesPart count; workaround complexityLowSHENZHEN I/O, Opus Magnum, The Incredible Machine, HRMM005, M059, M119, M117
M008
Edit–run–reset loop
Construction alternates rapidly between editing and deterministic simulation.Run, pause, inspect, rewind or reset, then modify.Simulation usually starts from a clean stateIteration time; cognitive loadLowSpaceChem, Opus Magnum, TIS-100, HRM (and every Zachtronics title)M009, M010, M126, M129
M009
Step-through execution trace
The game exposes state changes one tick, instruction, or object movement at a time.Pause and inspect registers, paths, signals, queues, or actors.May require selecting one actor or node among manyDebug time; observabilityLowTIS-100, SHENZHEN I/O, EXAPUNKS, HRM, Turing CompleteM065, M072, M073, M113
M010
Explicit failure predicates
The simulation detects invalid states such as collisions, deadlocks, malformed outputs, forbidden transitions, or unmet goals.Diagnose which invariant was violated.Some games reveal only the first failureReliability; avoidance marginLowOpus Magnum, SpaceChem, Infinifactory, FactorioM003, M051, M073

B · Flow & capacity networks M011–M029

How do topology, capacity, and timing make movement a design problem?

ElementDescriptionPlayer actionConstraintsOptimization axesEmerg. (editorial)Examples to inspectCombines with
M011
Directed channel transport
Discrete entities move automatically along player-defined directed channels.Place and orient channels between sources, processors, buffers, and sinks.Direction, speed, occupancy, cornersLength; throughput; area; crossingsMediumFactorio, shapez, Satisfactory, Infinifactory, MindustryM013, M017
M013
Split, merge, and balance flows
Junctions divide or combine streams, often with ratios or priority.Place splitters, mergers, balancers, or junction logic.Finite throughput; fairness or priority semanticsBalance; throughput; footprintHighFactorio, shapez, SatisfactoryM018
M014
Filtering and sorting
A junction routes entities by type, value, attribute, destination, or signal.Configure filters or build a classifier.Filter slots; unknown types; timing and capacityAccuracy; throughput; filter countMediumFactorio, shapez, Manufactoria, Cosmic ExpressM070, M089, M103
M016
Buffering and storage
Inventory absorbs timing mismatch between producers and consumers.Insert chests, tanks, registers, queues, or waiting bays.Finite capacity; access rules; spoilage in some gamesBuffer size; latency; resilienceMediumFactorio, Satisfactory, ONIM017, M018, M072
M017
Backpressure, starvation, and jamming
Downstream blockage propagates upstream; empty inputs idle consumers.Identify and remove the limiting constraint.Finite buffers and transfer ratesUptime; buffer occupancy; bottleneck rateHighFactorio, shapez, SatisfactoryM016, M018, M073
M018
Throughput ratio matching
Processing stages have rates that must be proportioned for steady state.Calculate or empirically tune system counts and channel capacity.Discrete system counts; speed modifiers; channel capsThroughput; system count; power; buffer sizeHighFactorio, Satisfactory, shapez 2, MindustryM013
M026
Tunnels, portals, and nonlocal links
A path disappears and reappears elsewhere, bypassing surface conflicts.Pair endpoints and reason about hidden connectivity.Endpoint pairing; direction; capacity; hidden segmentSpace; crossings; latencyLowFactorio, shapez, Cosmic ExpressM027, M091, M101
M027
Crossing and grade-separation constraints
Routes may not cross freely, or crossings require special pieces, timing, or layers.Reroute, bridge, tunnel, or schedule conflicts.Limited crossings, bridge inventory, collision rulesArea; piece count; delayMediumFactorio, shapez, Manufactoria, Cosmic ExpressM026
M029
Hierarchical long-distance transport
Local systems connect through slower or higher-capacity transport layers.Build hubs and routes between regions or scales.Travel time, fuel/energy, schedules, launch costLatency; payload; energy; hub countHighFactorio, Satisfactory, MindustryM011, M016, M018

C · Transformation grammars M030–M044

Can a small vocabulary of operations compose into several routes from input to output?

ElementDescriptionPlayer actionConstraintsOptimization axesEmerg. (editorial)Examples to inspectCombines with
M030
Multi-input transformation process
A process consumes a defined combination of inputs over time and produces one or more outputs.Select transformation rules and supply inputs at compatible rates.Transformation rule stoichiometry, craft time, system compatibilityComponents; time; energy; yieldHighFactorio, Satisfactory, Mindustry, shapezM018, M118
M031
Cutting or partitioning
An object is divided into pieces or quadrants that retain identity or position.Orient the object and route desired fragments.Cut axis; fragment order; waste behaviorCutter count; waste; throughputLowshapez, InfinifactoryM032, M033, M039
M032
Rotation and orientation
Components or outputs are rotated to align interfaces or target orientation.Place rotators, program manipulator turns, or manually orient parts.Discrete angles; handedness; collision envelopeRotator count; cycles; spaceLowshapez, Opus Magnum, Factorio, InfinifactoryM003, M047, M049, M060
M033
Layer stacking and composition
Separate pieces are superimposed or stacked into a composite object.Align layers and feed them to a stacker or assembly step.Layer order, maximum depth, support/collapse rulesStacker count; layers per second; wasteMediumshapez, InfinifactoryM031, M045, M060
M035
Permanent joining
Separate entities become one connected structure or logical unit.Align compatible interfaces and trigger a permanent join.Adjacency, orientation, material compatibilityJoin count; time; error rateMediumOpus Magnum, SpaceChem, InfinifactoryM003, M036, M040, M051
M036
Constrained graph construction
Nodes and edges are transformed until their topology and labels match a target graph.Create, remove, redirect, or relabel edges and nodes.Degree limits, allowed edge types, topology, and workspaceOperations; area; node count; edge countMediumSpaceChem, Opus Magnum, MOLEK-SYNTEZM035, M038, M075
M038
Type or state conversion
An operation changes an entity’s type or state while preserving selected structure or identity.Route entities through converters or apply state-transition operators.Allowed conversion graph; cost; position requirementsConversion count; resource cost; cycle timeLowOpus Magnum, shapez, FactorioM030, M036, M118
M039
Irreversible subtraction
Material, structure, or state is irreversibly removed to reach a target.Position subtractive operators and remove only unwanted parts.Tool reach, irreversible removal, collisionWaste; tool moves; timeMediumshapez, InfinifactoryM031, M049, M060
M040
Ordered construction dependency
A final structure can be produced only if operations occur in an order that preserves access and prerequisites.Plan a feasible sequence around occlusion and tool reach.Access, collision, irreversibility, supportSteps; repositioning; tool countMediumOpus Magnum, InfinifactoryM035, M045, M051, M063
M044
Auto-replenishing sources
Puzzle inputs respawn automatically so design focuses on transformation rather than extraction.Connect source ports and manage cadence.Spawn rate, orientation, port positionCycles; throughput; buffer needLowSpaceChem, Opus Magnum, ManufactoriaM017, M118

D · Spatial construction M045–M060

Does geometry create real access, routing, and timing decisions?

ElementDescriptionPlayer actionConstraintsOptimization axesEmerg. (editorial)Examples to inspectCombines with
M045
Structural support and stability
Assemblies may fall, collapse, detach, or depend on support topology.Sequence construction and add supports or exploit gravity.Gravity, connection strength, platform rulesSupport count; mass; stability marginHighPoly Bridge, Besiege, The Incredible Machine, InfinifactoryM033, M035
M046
Discrete grid placement
Components snap to cells, making topology and distance countable.Place, rotate, and connect pieces on a grid.One component per cell; adjacency rulesArea; path length; symmetryLowSpaceChem, Opus Magnum, Factorio, shapez, TIS-100 (near-universal)M006, M047, M108, M127
M047
Hexagonal geometry
Six-neighbor geometry changes reach, rotation, packing, and collision patterns.Plan around 60-degree directions and radial reach.Six axes; different parity and ring distancesArea; manipulator count; rotational symmetryMediumOpus Magnum, MOLEK-SYNTEZM032, M049, M051, M108
M048
3D cell construction and removal
The environment and constructed objects are composed of addressable three-dimensional cells.Build in volume and manipulate block structures.Grid adjacency; gravity or welding; tool reachVolume; operations; travel distanceMediumInfinifactoryM035, M039, M127
M049
Reach-constrained programmable manipulators
A manipulator grasps, rotates, translates, and releases entities within a geometric reach.Place manipulators and program timed manipulations.Reach, pivot, holding state, collisionManipulators; cycles; area; costHighOpus Magnum, MOLEK-SYNTEZM050, M051, M061, M063
M050
Mobile and extensible manipulators
Manipulators extend, retract, or translate along guide paths, increasing reach at temporal or spatial cost.Program translation and coordinate it with rotation and grabbing.Track path, extension limit, collision envelopeCost; cycles; reach; track lengthMediumOpus MagnumM049, M051, M067, M108
M051
Collision exclusion
Moving bodies cannot occupy the same space or intersect forbidden geometry.Phase motions, reroute paths, or compact safely.Body envelopes, simultaneous ticks, static obstaclesArea; cycles; clearanceHighOpus Magnum, SpaceChem, InfinifactoryM040, M049, M061, M072
M059
Finite part inventory
Only a limited number of each component may be used.Budget scarce pieces and substitute alternatives.Hard component limitsParts used; leftovers; areaLowThe Incredible Machine, Contraption MakerM007, M108, M117
M060
Target pose and orientation
An object must reach a specific position, orientation, or docking relation.Manipulate pose through rotations, pushes, and constrained paths.Collision, reach, discrete rotationsMoves; tools; clearanceLowOpus Magnum, InfinifactoryM003, M032, M040, M051

E · Time & concurrency M061–M073

Can the player understand how local schedules produce global behaviour?

ElementDescriptionPlayer actionConstraintsOptimization axesEmerg. (editorial)Examples to inspectCombines with
M061
Global discrete ticks
All active components advance in synchronized time steps.Align actions across devices and reason cycle by cycle.Simultaneous update semanticsCycles; latency; idle timeMediumSpaceChem, TIS-100, Opus Magnum, Manufactoria, HRM (and every Zachtronics title)M063, M064, M066, M072
M062
Per-device timelines
Each system or manipulator receives a sequenced row of commands aligned to time.Place commands on timelines and synchronize rows.One command per slot; repeating program; collisionCycles; command count; parallelismMediumOpus Magnum, MOLEK-SYNTEZM049, M061, M063, M066
M063
Automatic looping programs
A finite instruction sequence repeats to create continuous behavior.Design a loop with a stable return state.Program counter wraps; state persists unless resetLoop length; throughput; state complexityMediumSpaceChem, Opus Magnum, TIS-100M061, M068, M113
M064
Synchronous parallel execution
Multiple actors or nodes execute concurrently under a shared clock.Partition work and coordinate simultaneous operations.Lockstep ticks; communication or collision constraintsCycles; actor count; utilizationHighTIS-100, SHENZHEN I/O, 7 Billion Humans, SpaceChemM061, M065, M066, M083
M065
Blocking communication
A send or receive waits until the counterpart is ready, coupling execution timing.Pair communication operations and avoid circular waits.Synchronous rendezvous; port direction or localityCycles; communication count; deadlock riskHighTIS-100, SHENZHEN I/O, EXAPUNKSM064, M073, M078
M066
Explicit synchronization primitives
Signals, sync points, waits, or barriers coordinate independent processes.Insert synchronization at phase boundaries.All required participants or conditions must alignCycles; wait time; sync countMediumSpaceChem, SHENZHEN I/O, TIS-100M061, M064, M065, M072
M067
Delay, sleep, and timer control
An actor deliberately waits or a device activates after a fixed interval.Insert waits, tune phases, or build timers.Discrete durations; power-state semanticsLatency; power; cycle alignmentLowSHENZHEN I/O, TIS-100, FactorioM062, M066, M071, M110
M068
Counters and finite-state control
Stored state tracks quantities, phases, or modes across cycles.Increment, reset, compare, and branch on state.Finite storage; overflow; initializationMemory; instructions; response timeMediumSHENZHEN I/O, TIS-100, Manufactoria, FactorioM070, M071, M074
M069
Sensors and actuators
Sensors convert world state into signals; actuators convert signals into physical actions.Place, connect, configure, and test a control loop.Sensor range; update rate; actuator delayResponse time; sensor count; powerMediumFactorio, SHENZHEN I/O, ONIM070, M071
M070
Conditional execution and gates
Actions occur only when a comparison or predicate is true.Write branches or configure gates and filters.Limited predicates; evaluation timingInstructions; gates; latencyLowTIS-100, SHENZHEN I/O, HRM, Manufactoria, FactorioM014, M068, M086, M100
M071
Event-triggered activation
A discrete event starts a device or chain rather than continuous polling.Wire triggers, switches, sensors, or one-shot events.Trigger polarity, one-shot/reset behavior, propagation delayLatency; trigger count; reliabilityMediumFactorio, The Incredible Machine, MindustryM067, M069
M072
Race conditions and timing hazards
Correctness depends on relative arrival or execution order among independent processes.Eliminate nondeterminism or engineer safe timing margins.Scheduling semantics; variable latency; shared accessWorst-case latency; margin; determinismHighTIS-100, SHENZHEN I/O, EXAPUNKS, FactorioM009, M065, M073
M073
Deadlock and livelock
Processes wait cyclically or keep moving without making progress.Detect wait cycles and redesign resource acquisition or routing.Blocking channels, finite buffers, exclusive blocksLiveness; buffer count; protocol simplicityHighTIS-100, SHENZHEN I/O, Factorio (rail deadlocks)M017, M065, M113

F · Programming & information M074–M093

How much behaviour can the player express with a deliberately poor language?

ElementDescriptionPlayer actionConstraintsOptimization axesEmerg. (editorial)Examples to inspectCombines with
M074
Minimal instruction vocabulary
Programs use a compact set of moves, arithmetic, jumps, and I/O operations.Write or drag instructions and manage low-level state.Few instructions; explicit state; no high-level data structuresInstruction count; cycles; nodesLowTIS-100, SHENZHEN I/O, EXAPUNKS, HRM, 7 Billion HumansM076, M085, M086, M109
M075
Spatially encoded control flow
An execution token moves through placed commands, so geometry encodes control flow.Lay command paths, loops, branches, and crossings.Grid space; path continuity; simultaneous tokensArea; path length; cyclesHighSpaceChem, Manufactoria, Opus MagnumM011, M046, M063, M088
M076
Limited local state
Programs have only a few registers, cells, or local storage slots.Reuse state, encode values compactly, and spill to the environment.Fixed registers, destructive reads, address limitsMemory cells; instructions; cyclesMediumTIS-100, SHENZHEN I/O, EXAPUNKS, HRMM074, M077, M080, M109
M077
Environment as persistent state
Values are stored in floor tiles, objects, channels, queues, or spatial positions.Write, retrieve, and organize data physically.Addressability, travel time, occupancySpace; movement; access latencyMediumHRM, 7 Billion Humans, EXAPUNKSM016, M076, M083, M088
M078
Neighbor-to-neighbor message passing
Nodes communicate only through local ports to adjacent nodes.Route values across a network of processors.Topology, blocking semantics, no global memoryCycles; hops; nodes; congestionHighTIS-100, SHENZHEN I/OM065, M079, M090
M079
Local versus global communication channels
Different channels have different scope, addressing, or contention rules.Choose where to communicate and isolate protocols.Scope, collision/contention, endpoint countTraffic; latency; channel countMediumSHENZHEN I/O, TIS-100M065, M078, M081
M080
Sequential data objects and cursors
Data exists as objects with sequences, cursors, ownership, or host location.Open, read, write, seek, move, copy, or delete data.Capacity, access rights, location, cursor semanticsInstructions; movement; file sizeLowEXAPUNKS, TIS-100M076, M081, M082, M103
M081
Mobile agents in a network
Programs inhabit hosts and move between them to act on local data or devices.Program movement, coordination, and local operations.Host capacity, link topology, local visibilityCycles; movement; agents; code sizeHighEXAPUNKSM079, M080, M082
M082
Agent replication or spawning
A running process creates a copy that continues independently from a defined state.Fork workers and assign parallel roles.Spawn limits, shared resources, termination, inherited instruction pointerCycles; agent count; code sizeHighEXAPUNKSM064, M081, M083
M083
Shared policy across many agents
A homogeneous program controls many agents, each branching from local state.Write a universal policy instead of scripting individuals.No per-agent code; collisions; limited communicationSeconds/cycles; instructions; workers usedHigh7 Billion Humans, EXAPUNKSM064, M077, M084, M100
M084
Local perception and neighborhood queries
Actors sense nearby tiles, values, obstacles, or peers rather than a global map.Branch on local surroundings and navigate.Range, orientation, partial observabilityInstructions; sensing steps; robustnessMedium7 Billion HumansM069, M083, M101, M113
M085
Jumps, loops, and control flow
Program-counter changes implement repetition and branching.Create labels, jumps, loops, and termination paths.Label limits; no structured syntax; fall-throughInstructions; cycles; branch countLowHRM, TIS-100, EXAPUNKS, 7 Billion HumansM063, M070, M074, M087
M086
Arithmetic, comparison, and data transformation
Operations transform numeric or symbolic values and test relations.Compute, normalize, compare, encode, or decode values.Token size, instruction set, overflow, destructive operationsCycles; instruction count; rangeLowTIS-100, SHENZHEN I/O, EXAPUNKS, HRMM068, M070, M074, M103
M087
Subroutines, modules, and reusable macros
A solved transformation is encapsulated and reused as a component.Define interfaces, call modules, or stamp blueprints.Port count, call semantics, blueprint cost, hidden internalsReuse; area; code duplication; scalabilityMediumHRM, EXAPUNKS, Factorio (blueprints)M001, M126
M088
Routing graph as finite-state machine
An entity’s path through readers, branches, and loops encodes automaton state.Build a routing graph that accepts, rejects, or transforms sequences.Reader semantics; path geometry; finite routing statesArea; parts; stepsMediumManufactoria, EXAPUNKSM075, M089, M103, M104
M089
Sequential symbol read/consume/write
A sequence carried by an entity can be inspected, consumed, and appended.Route through readers and printers to manipulate the sequence.Reader may consume; writer appends; queue orderSteps; components; string robustnessMediumManufactoria, TIS-100, EXAPUNKSM014, M080, M088, M103
M090
Primitive logic-network construction
Primitive logical operators, memory elements, and links are arranged into a functioning network.Place primitives and route connections.Port compatibility, connection topology, propagation, and component limitsArea; gates; delay; powerHighTuring Complete, Silicon Zeroes, Factorio (combinators), MHRDM006, M078, M091, M109
M091
Heterogeneous signal interfaces
Signals differ in width, encoding, direction, timing, or electrical behavior.Select ports, convert formats, and coordinate sender/receiver roles.Range, direction, blocking, pin countPins; conversion parts; latencyLowSHENZHEN I/O, Turing CompleteM065, M079, M090
M093
User-authored scripting or programmable devices
The game exposes a language or editor for custom logic beyond fixed puzzle pieces.Write scripts, define chips, or author control programs.Sandbox security, instruction limits, API scopeCode size; performance; reuseMediumFactorio (mods), EXAPUNKS (Redshift)M087, M090, M126, M128

G · Rule manipulation & deduction M094–M104

Is the player manipulating objects, or the rules themselves? This can be powerful, but it attacks the stable core the player relies on. Make it foundational or leave it out.

ElementDescriptionPlayer actionConstraintsOptimization axesEmerg. (editorial)Examples to inspectCombines with
M094
Movable rule tokens
Rule tokens are spatial objects that can be moved to alter active rules.Rearrange rule tokens while navigating the same space.Rule tokens may be movable; grammar must remain validMoves; rule count; accessibilityHighBaba Is YouM095, M097, M101, M104
M095
Grammar-driven rule activation
Only grammatically valid arrangements of rule tokens become active rules.Construct or break clauses using entity, relation, property, connector, and condition tokens.Grammar, reading direction, connectors, overlapMoves; clauses; rule economyHighBaba Is YouM094, M096, M100, M101
M096
Dynamic property assignment
Rules assign behaviors or interaction properties to entity classes.Assign or remove properties by editing rules.Conflicting properties, rule precedence, object existenceMoves; number of active propertiesHighBaba Is YouM095, M098, M099, M100
M097
Rule-driven entity transformation
A rule transforms all matching entities or classes, possibly recursively.Create, sequence, or prevent transformations.Simultaneous replacement; cycles; object spawning/destructionMoves; object count; stabilityHighBaba Is YouM038, M094, M101
M098
Reassignable control identity
The set of directly controlled entities is determined by rules rather than fixed identity.Assign control to one or more entity classes.At least one controllable object needed; simultaneous movementMoves; controllable countMediumBaba Is YouM096, M099, M101, M113
M099
Reassignable objective and failure semantics
Objective, failure, blocking, removal, or interaction semantics can be reassigned among entities.Redefine which states or interactions count as success, failure, or hazard.Rules must be spatially reachable and remain validMoves; rule editsHighBaba Is YouM095, M096, M100, M101
M100
Rule conjunction, negation, and conditions
Rules combine classes and properties or apply only under relational conditions.Build compound clauses and reason about exceptions.Grammar and precedence; potentially global scopeMoves; clause count; generalityHighBaba Is YouM070, M095, M101, M104
M101
Self-reference and meta-level manipulation
Rules or objects can refer to the level, text, groups, or themselves, changing the puzzle’s representational layer.Exploit self-reference, nesting, or world-as-object operations.Paradox prevention; recursion semantics; level boundariesMoves; rule depth; representation layersHighBaba Is YouM026, M094, M097, M127
M102
Numeric-clue spatial deduction
Row, column, region, or adjacency clues constrain which cells contain objects.Mark cells and propagate forced consequences.Global consistency; limited object counts; local rulesMistakes; hints; deduction depthMediumLast Call BBSM103, M104, M117, M119
M103
Accept/reject classifier
Inputs are routed to success or failure outputs according to a predicate.Build a recognizer or classifier that handles all examples.No false positives/negatives; finite system resourcesAccuracy; steps; area; generalityMediumManufactoria, TIS-100, EXAPUNKSM002, M014, M088, M104
M104
Constraint propagation and search
Local restrictions interact until choices become forced or a branch must be explored.Derive consequences, backtrack, and preserve invariants.Finite domains; global consistency; irreversible moves in some gamesMoves; guesses; deduction depthHighCosmic Express, Baba Is YouM008, M102, M113

H · Optimization & architecture M105–M117

Do different priorities produce visibly different machines?

ElementDescriptionPlayer actionConstraintsOptimization axesEmerg. (editorial)Examples to inspectCombines with
M105
Multi-objective benchmark distributions
Solutions are plotted against community or benchmark distributions on several axes.Compare, redesign, and choose which metric to optimize.Metrics often conflict; no single total scoreCost; cycles; area; instructions; powerLowOpus Magnum, TIS-100, SHENZHEN I/O, SpaceChem, EXAPUNKSM106, M107, M108, M114
M106
Speed, latency, or cycle minimization
Players reduce time from input to completion or increase rate.Parallelize work, shorten paths, remove waits, pipeline stages.Correctness must remain; resource budget may increaseCycles; latency; rateLowOpus Magnum, SpaceChem, TIS-100M061, M064, M113
M107
Component cost minimization
Parts, components, manipulators, chips, or materials have explicit or implicit costs.Replace expensive components and share resources.Cost table; fixed infrastructure; trade-off with speedCurrency; parts; system tiersLowSHENZHEN I/O, Opus MagnumM059, M108, M110
M108
Area, volume, and footprint minimization
The occupied bounding box or build area is scored or constrained.Pack components, share paths, and exploit geometry.Collision, wire routing, access, bounded boardArea; volume; width/heightLowOpus Magnum, TIS-100, SpaceChemM006, M027, M047
M109
Instruction-count minimization
Programs are scored by source instructions or programmed slots.Factor repeated logic, exploit semantics, and remove redundancy.Limited instruction set; labels may count differentlyInstructions; symbols; nodesLowTIS-100, SHENZHEN I/O, EXAPUNKS, HRMM074, M085, M087, M114
M110
Energy and power optimization
Devices consume energy during operation, sleep, movement, or idle time.Choose efficient devices, schedule sleep, and balance generation.Generation capacity, peak load, battery/storage, heatEnergy per item; peak power; generation footprintMediumSHENZHEN I/O, Factorio, ONIM067
M113
Robustness and correctness margin
A solution is valued for handling varied timing, inputs, or disturbances without failure.Add buffering, synchronization, redundancy, and generalized logic.Worst-case timing, hidden cases, finite resourcesWorst-case cycles; buffer margin; success rateMediumTIS-100, SHENZHEN I/O, EXAPUNKSM002, M016, M072
M114
Elegance, legibility, and aesthetic optimization
Players pursue symmetry, choreography, simplicity, or shareable visual appeal beyond formal score.Polish layout, timing, and presentation.Subjective audience norms; sometimes GIF exportSymmetry; clarity; choreography; originalityLowOpus Magnum, Factorio, Poly BridgeM005, M105, M126
M117
Optional optimization challenges
A level can be completed for correctness, with extra thresholds for size, speed, or elegance.Return to refine a working solution.Thresholds may be mutually incompatibleAny selected metricLowHRM, 7 Billion Humans, EXAPUNKSM105, M106, M109, M120

I · Progression, pressure & meta M118–M135

Does this deepen construction, or compete with it? These rows pace, frame, and contextualize construction rather than extend it. Several sit at the presentation boundary the guide draws up front, so include them deliberately.

ElementDescriptionPlayer actionConstraintsOptimization axesEmerg. (editorial)Examples to inspectCombines with
M118
Capability unlock graph
New components, operations, interfaces, or scale layers unlock through milestones.Meet prerequisites, choose unlock paths, and integrate new capabilities.Prerequisites, research cost, branch choicesUnlock order; research throughput; opportunity costLowFactorio, Satisfactory, MindustryM030, M119
M119
Mechanic-isolating curriculum
Levels introduce one concept, then combine it with earlier mechanics.Solve scaffolded tasks of increasing composition depth.Ordered progression; gated contentLearning efficiency; hint useLowSpaceChem, HRM, Baba Is You, Manufactoria (and every Zachtronics title)M007, M102, M117, M120
M120
Branching and optional puzzle progression
Players choose among problems or skip advanced challenges while still advancing.Select a route through the campaign.Prerequisites; optional nodes; narrative gatesCompletion; optional masteryLowOpus Magnum, Cosmic Express, Baba Is YouM117, M118, M119, M129
M126
Sandbox, editor, and community sharing
Players author levels, export solutions, share blueprints, or build without campaign constraints.Create, publish, import, remix, and compare.Editor limits, version compatibility, moderationOriginality; clarity; adoptionLowFactorio, Opus Magnum, shapez, Baba Is YouM005, M087, M114
M127
Embodied inspection and construction
The player occupies a position in the simulated space and must move to inspect, construct, or repair systems.Navigate, place tools, inspect local state, and access components.Travel time, line of sight, reach, hazardsBuild time; travel; accessibility; aestheticsLowSatisfactory, InfinifactoryM048, M114
M128
Embedded reference documentation
Rules and interfaces are learned through embedded reference material rather than exhaustive tutorialization.Read documentation and translate it into experiments.Incomplete examples; terminology; cross-referencingLookup time; retained understandingLowSHENZHEN I/O, TIS-100, EXAPUNKSM009, M093, M119, M129
M129
Context-framed progression and delayed access
Capabilities are presented through a contextual interface and may become available gradually.Explore the interface, inspect messages or status, and progress toward access.Time gates, story sequence, framed interfaceDiscovery; completionLowEXAPUNKS, Last Call BBS, SHENZHEN I/OM120, M128, M126
M131
Continuous ambient dataflow animation
Entities and values are rendered continuously moving through the system, so a running system explains itself without stepping.Watch the system run and spot anomalies visually.Rendering fidelity; visual density at scaleLegibility; observabilityLowFactorio, shapez, Opus Magnum, SpaceChem, ManufactoriaM008, M009, M011
M133
In-world diversion / minigame pacing
Built-in secondary minigames (card, solitaire, idle) sit beside the main puzzles as in-fiction rest.Take an in-world break at a self-contained minigame.The minigame's own rulesStreaks (soft)LowSHENZHEN I/O, Opus Magnum, Last Call BBS, EXAPUNKSM129, M134
M134
Diegetic multi-game shell
The product is a fictional device or OS containing several distinct sub-games the player moves between.Switch context between toys within a framed console/OS.Each sub-game's own rulesPer-sub-gameLowLast Call BBS, EXAPUNKS (Redshift)M128, M129, M133
M135
Assembly-into-world narrative payoff
The player’s solved machines and products visibly feed the game world or story, answering “why am I building this?”Solve, then watch products appear in the world or cutscenes.Authoring costNot applicableLowInfinifactory, shapez, Factorio, Opus MagnumM118, M129