![]() The reason accidentally is in quotes is because it’s totally not accidental. ![]() In doing this, players will “accidentally” discover things that will later become core ideas needed to complete levels. With the ability to undo and restart at will, it’s easy to try something, watch it probably fail, then simply revert back. Naturally, playing through a level involves a lot of experimentation. The most beautiful thing is how new concepts are introduced. I will forever point to this as an example of “how to design a game.” If you’ve ever found yourself in that situation, play Stephen’s Sausage Roll. People often berate games that over-tutorialize and force things down the player’s throat, and rightfully so most of the time. Other than some small tutorial text in the very beginning, which only details the movement controls, there is nothing in Stephen’s Sausage Roll telling you how to operate. What’s amazing is how hands-off it is when dealing with mechanics. The game is essentially divided up into different sections, each exploring a new way to interact with the sausages. I don’t want to get too deep into specifics, however, since most of the wonderment from playing involves discovering things on your own. It is also possible to restart or exit the level with a simple keystroke. The base mechanics are simple: you control Stephen and his fork with the arrow keys and can undo any amount of moves at any time. Scattered around the stages are burners, and moving a sausage onto those burners cooks it! Be careful not to cook the same side twice though, because that burns the sausage (duh). The core of Stephen’s Sausage Roll involves pushing sausages around to fully cook them. Stephen’s Sausage Roll (Linux, Mac, Windows ) ![]() You’ve heard of thinking outside the box, but have you heard of thinking outside the sausage?
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