Posted December 15, 2025 by Celia
The Daily Spell is a daily puzzle with an ongoing story that I originally created for ThinkyCon Jam 2025. In this post, I’ll talk about what I learned from ThinkyCon and how The Daily Spell came to be.
I’m writing a whole separate devlog on some of the inspirations for The Daily Spell: the daily puzzles I’ve been loving this year, how Clues by Sam’s ongoing story arcs made me want to explore daily puzzle + story, and my discovery of the drop quote puzzle format. Will link it here once it’s posted!
Going into ThinkyCon Jam, I had drop quote puzzles in mind for a fun, satisfying word puzzle, but I was also considering making a narrative deduction mystery game like my past two jam games. Jamwitch’s other half, Rose, was too busy to join the jam, so I was in the mindset of looking for a text-based game idea I could make solo.
The theme for the ThinkyCon Jam was to watch the puzzle game design-related talks from ThinkyCon and get inspired, which was really fun!
The talks were full of fascinating ideas about how to think about designing thinky games, but at first, it was tricky to think of ideas for what to build - I’m used to jams that give a concrete theme, which is always fun to brainstorm about. But in the end, my existing ideas, the how from the talks, and a couple whats from the talks nudged me toward something fun.
Here’s some of the interesting talks I watched:
I would highly recommend everyone watch Adam Saltsman’s talk on his approach to making small games, it was really interesting and inspirational! Here’s some of his points and how they apply to The Daily Spell:
Doing my best to stick in CorgiSpace, I decided to try making a daily puzzle and keep it going for a few weeks as an experiment to see how it would go.
I managed to get the game ready and a handful of puzzles to start with by the end of the jam. Then, since there was no rating period, I just kept going with polish, improvements, and writing a whole lot more puzzles!
Here’s a few technical points of interest:
I turned my initial coding of the drop quote interface into a puzzle setter tool where I can try out headlines and adjust the width of the puzzle to get a satisfyingly full grid, ideally with interesting or tricky overlaps and few awkward orphan letters. What exactly makes the most satisfying drop quote puzzle is something I’m still learning, but having this tool lets me quickly try out ideas.
Like any jam game, I put The Daily Spell on itch. Besides convenience, it’s great for discoverability: my followers see the game, people finding it via Thinky Games can see Jamwitch’s other games, and people playing and rating the game could help it get in front of other players. It also provides a comment area for people to discuss the game.
The downside is I discovered certain issues with the game being embedded in an iframe.
Sharing is a big part of daily puzzles, and following and possibly referring back to the ongoing story is a very big part of The Daily Spell, so these two issues are very unfortunate.
I added some workarounds:
Those have worked well enough for the past month, but these gaps did motivate me to set up a new standalone site for The Daily Spell, www.the-daily-spell.com. I decided that for now, I’ll keep both running, and I’m hoping people will still rate and review the game on itch and participate in the community board. Let’s see how it goes!
Despite having posted games on itch for almost 10 years, this is the first time I tried the command-line tool Butler to deploy my game. It’s so easy!! I’m never going back to zipping the game files, editing the game on itch, and uploading the zip folder again. This convenience is great when I’m always making tweaks or uploading puzzles at the last minute, and especially now that I want to keep itch and the site in sync. (The site is on continuous integration from my git repo, so that’s even easier.)
I just run one command and the game is updated in moments!
butler push js jamwitch/the-daily-spell:web
To convince myself to go through with my daily puzzle experiment, I planned to try running it for about a month and see how it goes. I wouldn’t have been surprised to see people enjoy the idea, but not think it worked well as a daily puzzle, in which case the experiment was successful at discovering something and I could put it to rest.
But I’m happy to report that people have been playing it as a daily puzzle! The hitcount has been shockingly steady the past three weeks from people actually playing every day. I’ve heard people look forward to the story and chat about it with other players. I’m thrilled about this! And just slightly apprehensive that I have to keep coming up with stuff!
I like making small games, so working on this one game and adding on to the story every week is a daunting prospect. But I also know from my many game jams that the best way to accomplish something is to have a deadline and people looking forward to it, and I have that now, so I should be good to keep it up for a bit longer. 🙂
Thanks for reading and for your interest in the game!