The game · 2 min read · 2026-09-11

Why Bore and Stroke has no decoy parts, no timer, and a rank curve with no cliff

Three design decisions that make the game less like a game and more like a workshop, and the reasoning behind each one.

Most puzzle games are built from the same box of tricks: distractors to sort through, a clock to beat, and a score with a hard line between a pass and a perfect. We removed all three from Bore and Stroke, one at a time, each for a reason. Here they are.

No decoy parts

A tray full of parts, some of which belong and some of which do not, sounds like a puzzle. In practice it is a scavenger hunt: the player scans for the odd one out, drops it, and gets on with the real work. The decoy is never the interesting decision.

The interesting decision is when. Every part in the tray belongs to this engine; the question is whether it goes now or whether something else has to go first. That is the decision a real engine builder makes a hundred times per build, and it is the one worth practising. So the tray is honest. Everything in it is going into the engine.

No timer

A clock changes what a player does with their hands. Under a clock, you stop reading the blueprint and start jamming parts at the block to see what sticks. The game would still refuse the wrong ones — but you would learn to brute-force the refusals instead of understanding them.

Pace still counts. Assemble smoothly, without hunting, and you rank higher. But the pace bonus is a gentle slope, never a cliff, and there is no moment where the engine explodes because you were slow. Engines do not care how long you take. They care whether you got the order right.

A rank curve with no cliff

Early on we had the familiar grades: S for perfect, then A, B, C in steps. It produced the familiar behaviour: players who could not see a path to S stopped caring about the difference between B and C. A cliff in the reward curve is a cliff in motivation.

The curve now is continuous. Every fewer refusal, every smoother sequence, every second saved moves you up by a little, from the first build to the hundredth. There is a top, but no one lands on a ledge below it and stops. That is what a rank curve is for: to make the next attempt worth making.

What is left when you take those away

A tray, a block, a blueprint you can see through the parts already fitted, and a game that refuses a wrong move and tells you why. It looks less like a game and more like being shown an engine by someone patient. That is the intent.

Then a dyno at the end, because an engine is for making a number.