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Ah yes. I had a similar concern that it would not be clear that the wheel goes clockwise, as the letters on the bottom of the wheel would appear to go in reverse. I had a lot of Twitch streamers play the game and thankfully that wasn't an issue. I did consider having in addition to a wheel a horizontal text box below that would show what had been submitted but I thought it might clutter and confuse the UI a bit more. 

This is a mockup I put together quickly to demonstrate:


With the list of words it also took me a long time to find a decent one. First day I worked with this which had 466k words, many of them slang, outdated or abbreviations. The one I use now has 172k words which is much better (specifically used for word games). I removed a few hundred words that were less than 3 characters but the tricky part was removing all the profanity and proper nouns which involved finding other filters online and a lot of manual work.

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Interesting to see your UI considerations along the way! Yeah, when I was playing your game it was pretty clear what order the letters were in and what words they formed, so I guess I took for granted how intuitive something like that would be for a player haha. I thought about doing something similar with the UI, with having a space on the right side where a list of words you entered would pop up so you could see it in a more readable horizontal format. I still want to do a word history mechanic, but now I think I would keep it as a smaller loop inside the bigger one - the player would probably be less confused if they could see the loop formatted the same way they solved it.

The list of words thing was such a pain lol. I think I might have seen the same GitHub repo, but given that I was under such little time and I was losing sleep, I didn't want to bother spending time going through thousands of words and removing inappropriate ones, so I had to just stick with something small (searching for that itself took like an hour). Wrote a Python script to extract all the words, take any word between 3 and 7 letters, and sort them by the first and last letter (i.e. "ad" : ["and", "ampersand"]), then dumped that in a JSON. The algorithm to find a few words that loop back around to each other had to backtrack, so I thought it would find itself in an instance where it would take a few seconds to find a valid loop especially with such a limited amount of words, but thankfully it seems to work fairly quickly.

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Yes, It can be really tough to balance indicating the mechanic visually (as a loop) whilst also ensuring readability. I suppose for a first time player it's really important to learn the mechanic and then as people play more the focus is on readability. 

Perhaps a loop that wraps around the screen could work? As long as it's clear it loops and you can see all the chars on the screen. Maybe something like this HTML carousel demo. Except pressing left/right would move it by one character in each direction, highlighting the middle character that is to be set and showing all the other words before/after?

That's a really smart solution for algorithm. I was also surprised with how quickly I could work out the word combinations in the browser using JS and how I didn't need to optimise it at all. 

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I think your solution is really interesting, although I wonder if all the characters would be able to fit. It might work if there's a bit of a 3D effect, where part of the loop appears in front, and part of the loop appears behind and faded a little bit so it looks like it's a bit behind the screen. It would also probably allow for some loops that could be shown above to detail the history of the characters you entered.


That's awesome that our algorithms ended up being really quick! I guess we underestimate the power of machines, haha.