Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
Tags

Discussion and Feedback [Spoilers Allowed] Sticky

A topic by Playcebo created Oct 07, 2023 Views: 1,842 Replies: 79
Viewing posts 21 to 29 of 29 · Previous page · First page

I just finished this morning and I loved it, it was so much fun!

There is one thing I just didn't understand at all though; the letters and numbers in the bottom margin. You said they were supposed to be hints?? What did they mean? I was thinking they could be coordinates, but many of the letters were too far ahead to even fit in the search grids.

Developer

Wow! Congrats on solving without using any, that must be pretty tricky! The "tutorial" for those hints was the highlighting in puzzle 11. Each hint at the bottom gives you information about one word from the puzzle.

(+1)

Oh, I get it now, so it was the first letter and the length of the word/string! That definitely would have been helpful haha

(+1)

Never thought a word search would become one of my favorite puzzles of all time...

That being said, this experience blew my mind, thinking about how each puzzle was made to accommodate both the beginning and end solutions. Everything beautifully fell into place at the end, and it made me feel smart. (i also liked how the titles subtly alluded to the theme of the puzzle)

Some things I was left wondering though:
On #5, are the blobs on _ _ _ I S _  just red herrings and it's actually only X I S?
On #6, were there supposedly twelve "a1"s hidden behind the blob?

Either way, amazing design! 10/10, took ~4.5h.

Developer

Thanks! Regarding #5 and #6: Yes and yes. (There's a few other red-herring blots on #5 as a subtle hint.)

Just played this and wanted to say how good it was.  Many layers and tricky but fair misdirections, like how in puzzle 2 you could find MOBSTER and NOTARY before realizing the theme and the mirroring rule.  Very well done!

I just have a bit of feedback about where things didn't quite feel so fair and maybe could be improved.

  1. In puzzle 10, the the L for LIBRA is supposed to be behind that small blot in the bottom-right corner of the left page, right?  But that blot seems too small to actually fit a letter behind it.  It's a good idea, to make the player ignore it until realizing it must be covering a letter, but it was so small that I continued to second-guess it even after deducing that it must be the case, so maybe it ought to be just a bit bigger.  Similarly, the blot covering the o3 hint for puzzle 5 also doesn't seem like it would actually be big enough to fully cover the text.
  2. The puzzle titles seemed to be meaningful hints and quite clever, except I'm not sure what puzzle 10's was meant to mean.  "Splinter from the Previous" ended up leading me way down the wrong path, thinking that some words were split across gaps (like the two blank spaces in puzzle 3) or even wrapped around from one edge of the layout to the opposite side, similar to how "A Twist" was the introduction to words needing to change direction mid-way.  You already broke the normal rules of word searches in a few ways, so I figured that was just another layer of difficulty you intended.  Maybe the title is meant to refer to puzzle 2 which was also Zodiac?  But I still don't see how "Splinter" makes sense for that, and I think it would be better to avoid the risk of giving people the wrong idea that I got.
  3. I solved the "AS YOU NOW HAVE WON" message for puzzle 12 on my own, but it was only after coming here that I realized it's meant to be combined with the other messages and have every even message flipped.  I didn't bother writing out all the previous messages again, because I thought that was simply for tracking what to search for (as was the case in all previous puzzles), and I figured I could just refer back to where I had already worked them out.  I can see how the previously established patterns would have pointed to arranging the messages accordingly on the lines, but the last message (which is the same as the puzzle 12 solution) is shown starting with A, and that's also the direction it's read, which breaks the pattern of messages on the right side needing to be read backwards.  So I think it would be good to resolve that discrepancy, and to make it somehow a more explicit part of finishing the puzzle that all the messages need to be combined into one long one.  Even the last page implies that finding all 144 searches is the only goal, with nothing else to do beyond that.  I'm glad I followed up and checked the comments here, though, because I have a much greater appreciation for this now that I know the full resolution.
Developer (1 edit)

Thanks for all the feedback. Glad you appreciated the misdirect in 2, that was my favorite bit.

1. For what its worth...  all blotted letters are actually there, under the blots!

2. Ah, good to know. It was meant to reference the previous puzzle's theme, astronomy. I'll see about finding a better name. Perhaps just "Signs".

3. Oh, right! I've been meaning to clue that a bit better. Any suggestions? I might add a second single-letter clue to a different blank, like the "A" clue. Or And I could add something to the last page like "Message received?" in green ink or "Message Received: [checkbox]" in an orange box.

(1 edit)
  1. I believe you, but what's difficult to suspend disbelief for is that seemingly random or accidental blots would have landed just so precisely as to not be even slightly larger than necessary.  There's a saying that "the difference between truth and fiction is that fiction has to make sense," and I think the game would benefit from not making the presentation any more contrived than absolutely necessary.  You already stretch things a lot, for example by the placements of the search hints at the bottom varying a lot rather than being standardized, and here is a situation where you could at least adjust it easily to no be quite so contrived.  But it's just a thought, not something I feel all that strongly about necessarily.
  2. I see.  How about "A New Spin," to play off of both "Round and Round" and the previous Zodiac theme?
  3. Well, the biggest problem is that you want the even messages to be written as received and read in reverse, to match the other puzzles, but you also want them to be written in reverse so that all the messages could be read together more easily.  Considering inclinations like my own to not write out the messages again just for searching, I would embrace that and make it so that instead of spaces to be filled in, the right side of puzzle 12 simply had the puzzle numbers to refer back to.  Or instead of straightforwardly giving the numbers, maybe just give a clue for a few of them that reference the puzzle/message indirectly, like the foe carton doodle again.  Definitely put the A at the end for the last clue instead of the beginning, though, and/or make it start with an N.  And then, on a new page after the last puzzle, it could have 12 spaces to be filled in explicitly, in a descending list, maybe with quotes capping the beginning and end.  The ___/144 tracker isn't really needed, and may even be misleading.  But you could put a note in green ink, like "One last thing to figure out..." or "Now to put it all together..."
Developer

3. How about extra hints and individual __s, to nudge players toward filling out the word list? https://imgur.com/a/VAZhG0Z The "D" and "N" on the right would hopefully clarify the proper orientation of words. (I specifically want the message spelled out via a two-column list because the canonical leftovers are, e.g. "reviled" (r7) not "deliver" (d7), as shown by the bottom-right corners.)

You still left the last slot in the list starting with A, though.  As I already tried to explain, "the last message (which is the same as the puzzle 12 solution) is shown starting with A, and that's also the direction it's read, which breaks the pattern of messages on the right side needing to be read backwards."  So replace the A with an N, or put the A at the end.  The last clue on the bottom-left (under the smudge) also needs to start with 'a', not 'n', as the clues correspond to how the terms are read, aren't they?  Or am I misunderstanding something?

Personally, I would only see those nudges as helping to confirm what to search for in the last puzzle.  They wouldn't make me any more inclined to write everything out in the columns.  And even if I did write them out, there's no guarantee that I'd realize they're meant to all be read in sequence.  I still feel my previous suggestion is the best way to ensure players reach the intended ending.  But that's just my opinion.

Developer (4 edits)

Regarding the orientation of the final "word" (n15), here's how my logic for how it works:

The trick with Puzzle 12 is that its 12 "words" don't need to actually be words, they just have to be the leftovers.

All leftovers are read top-to-bottom, so the canonical leftovers include nonsense like "foecarton" (f8), "reviled" (r7), and "nowevahwonuoysa" (n15). The leftovers are not the reversed versions like "deliver" (hence no "d7" clue). You can confirm this via the bottom-right hints, and also the bottom-left hints of puzzle 12. So for consistency, the bottom of page 12 must say "n15" just like it says "f8". *

The reason I did it this way is so that when the leftovers ( "reviled", "foecarton",  "nowevahwonuoysa", etc.) get written backwards on the right side, the result is a perfectly-readable left-to-right message that's hard to miss.

Hope that makes sense!

*unless I changed the bottom of 12 to have hints like "n8" for "notraceof".

(1 edit) (+1)

I think I finally get it.  The reason it didn't click for me is that thus far, terms on the right column seemed to follow a rule that they always had to form a valid word or phrase when read from right to left.  "nowevahwonuoysa" would be the only one not to follow that rule.  Actually, more than that, it breaks the bigger, more important rule of these "word searches" always involving searches of actual words, not simply nonsensical letters, so long as you see right-column terms as simply being reversed.

I didn't notice that the puzzle 12 hints were all the same as the bottom-right corner hints, even for ones that go in the right column, which would indeed necessitate writing them backwards.  I think I would in fact find it more intuitive if you instead switched up the puzzle 12 hints for the right-column terms as you say ("n8" for "notraceof"), so that they would get written the same as on the previous pages, and this would allow the final term to also follow the pattern of being valid when read backwards from how it's written.  Then you could do one last page after where everything gets written out properly, with the right-column terms only reversed there for the final message.

I can see what you were going for, with the elegance of having the final puzzle also serve as the final message all at once, and maybe this isn't an issue most people would be confused by like I was.  But speaking for myself at least, it almost made me miss the final message entirely, and I think my suggested approach would help ensure that people understand exactly what you want them to see at the end.

(+1)

I'm here via the Thinky Awards - congratulations on being a finalist in two categories! (I think it would have also been a great candidate in Best Cursed Game :D ) I loved it, thank you so much! I'm running around recommending it to people.

I played the advanced version. I compared the two versions while solving the very last puzzle and realized that I already got the rules from page 0. I'm not sure how different the experience would have been, but I enjoyed my playthrough and I was glad I chose this version.

Here are the places I got stuck:

1. The first puzzle. After I got the theme, I realized that I just didn't know the names of that many cookies in English. I noticed it was a problem when I found "lady" and couldn't think of a single cookie with "lady" in its name. I ended up looking at a "List of cookies" page on some baking website and that helped. (I have been living in the US for over a decade at this point, but I'm allergic to multiple things that often go into cookies... I hadn't realized how much this affected my vocabulary, lol!)

2. Why does "zodiac" appear twice?!? I eventually got it...

3. The very last puzzle - I got the entire message, including the part in the individual letters, but somehow thought the bottom line was covering a different expression! I gave up, went to sleep, and realized right away the next morning from the letter shapes showing under the bottom line that it was the same message.

I'm not sure what my order of solving was, because I also worked on some of the puzzles in parallel. The last few were 11, 1, 12. I guessed the themes of most of them and then I only tried to add them into 11 after that. (Except "timepiece".)

Also, I used xournal - it is quite fast for me (I use it for taking notes if a lot of graphs/drawings are involved) so maybe it depends on the platform? This was the Linux version.

Thank you again for the great game!

Developer

Oh, thanks for mentioning Xournal... when installing it I somehow hid the top menu immediately (F10?) and thought there was no preferences menu to enable right-click erase! That's what I meant by slow. After looking into it, I've updated the page to recommend it more highly.

The 3 points you got stuck were definitely intended to be the hardest, but for puzzle 1, looking up lists is absolutely expected/recommended. I think I'll add that info somewhere to the no-zero edition, since I put "using an encyclopedia is permitted" on page 0.

I'll also be pushing the latest updates to no-zero edition since lots of people seem to be downloading it. Though I'm not sure I recommend that version.

(+1)

Thank you so much for adding those! Especially that an encyclopedia is ok in the no-zero version :) I personally enjoyed the no-zero version a lot, though I have no basis of comparison.

I've had a fab time with this, and so has my son (14) for whom I printed a separate copy.  He assiduously followed the instructions and highlighted only the given words until the proper time; I spotted what was going on in #4 and completed it, then was on the lookout (but couldn't do them all until #0).  On the other hand, he noticed the reason for the doodle on page 10 and had to tell me, and he quickly got what the codes at the bottom were (which I didn't twig to at all, despite it being really obvious in retrospect, especially on #11!  Which made #1 a lot harder).

I am in favour of the with-zero version, which we used: the confirmation of the suspected rules is very helpful.  

(But on that note, perhaps a bug?  v1.17 had a total of 150 for the with-zero version but v1.19 landscape (ie with zero) has a total of 144.)

I like the new checkbox at the end; I do think it's a good idea to let the user know they've seen "the ending".  I do The Listener cryptic crossword, and there's often an endgame that involves highlighting something or writing something below the grid, to wrap everything up nicely, and it's very satisfying.  Would there be any value in having the checkbox text be (eg, apologies for how hackneyed it sounds) "The word searches are done / _______" and a box or line intended for the player to write the final message on.  That idea could be terrible, ignore it at will and you're obviously a better designer; the idea is that more than a score or checkbox, the player is asked to enter the final thing that it's all been building up to, and the context (and the cheap rhyme) confirms that it's the right thing to have written.

My own journey at the end involved not noticing the meanings of the even-numbered leftovers and thinking it was all a bit random, until I revisited it and read #4's item in the grid "incorrectly".  Fortunately that quickly got me to the end.

Anyway, loved it, great work and well done on finding so many fun things to do around the word search concept.  I've been spreading the word among my peers. Oh, and I came here from the Thinky Awards too.

Cheers,

Steve

Developer (1 edit)

Ooh interesting, nobody else has mentioned starting at #4! I did purposely make all the words orthogonal on the off-chance somebody would. I wonder if anybody will start sooner than that... I suspect #3 is the earliest possible (with its small green hint in the printable version).

Poetic considerations aside, "The word searches are done / _______" would actually be counterproductive since the checkbox is for the players who just found "as you now have won" and thought that was the whole message. I might revise the checkbox message to "Fill out 12th word list" or "Write 12th word list" or something. (I assume you found the full message since you mention the "meanings of the even-numbered leftovers"?)

(By the way, I reduced the listed total from ___/150 to ___/144 in v1.18 so that players like JoePlaysPuzzleGames won't worry that there's 6 secret words if they forget about Puzzle 0. And to give stuck players a hint that there are 12 groups of 12.)

(+1)

I see what you mean I think, that extracting the final phrase and reusing it in a different context leads to more problems. I was thinking about the possibility of not picking out the final part of the message, but really I suppose it's more likely that someone would miss the full message itself (but I think in post 1.17 versions you've added more letters to the "notes" part which should make it clearer).  I'm probably concerned about nothing. :)

(Yes, I had the whole message and was being unnecessarily cryptic about spoilers.)

My son finished this evening and found the final leftovers (then struck off the "extra" A).  Interestingly he didn't go to highlight it in the grid, but he did write it in the final slot on #12. He also enjoyed it very much.

Fair enough on the 144 vs 150!

Developer (2 edits)

I do like the idea of somehow checking or requiring that the player gets the message, but I'm not sure how to do it.

I could perhaps make the blanks more enticing to fill in, at least for the printable version:

https://imgur.com/a/VAZhG0Z

But this might tempt players to try solving it too soon? And it might be too helpful? (e.g. spoiling puzzle 6) And tedious when solving on PC.

(+1)

Re the blanks on #12, I'm pretty sure my son didn't bother with them for the longest time because he could just go back to previous pages to refer to them, so had no need to write them down (and even then wouldn't have written them backwards in 1.17, but probably would have done with the newer hints).

How about this idea - 12 checkboxes on each page corresponding to where the words would be written, which may inspire the player to write each word down and then check it off.  Checking boxes is satisfying and it's easy, and perhaps it encourages us to write in the thing that's being ticked off to make it more satisfying?  So the simple thing with no details is offered, and paradoxically we spend more effort (writing the words to find) just to get the small dopamine hit of a tick.

(Whether the boxes are always to the left or always to the right, or always on the inside or always on the outside, I don't know.) Separating out the blanks like that feels unnecessary to me -- having the faint horizontal lines with letter hints (that I see in 1.19 vs the 1.17 I solved) seems to me a huge improvement already.

I also think a player doesn't care about the order of items (#1-#10 don't use any order; possibly the two zodiacs _could_ use one, but does that make the player look for ordering in the others that isn't there?) --  and they may fill in the #12 word list in the order they're solved!  (I filled it in in puzzle order, but went down each column in turn instead of going row by row, which didn't help.)  Possibly they respect the order in #11, where it does follow the ordering of the puzzles, but it's just as possible that (if they write the categories in at all) they write the first two above KEY where there's a big blank space.  Having placeholders (lines and/or checkboxes) to show the word placement in #11 may encourage more careful placement in the word list, and thus help guide the player to correct placement in #12.  (Again the new blanks with some letters on #12 helps hugely.)  And does that mean it's needed on all puzzles, and does that add too much clutter?!

Developer

Oh right, I forgot that players don't care about the order! Thanks for the tip. That actually makes me more inclined to use the separated blanks, to give guidance on which word goes where... otherwise players might think the D clue is for REVILED instead of DRAWER. Plus, that'll help avoid the situation where you went down each column. I will keep the bottom hints uncovered.

I don't want to add blank lines to #11, as I want to officially reveal the 12 Words twist at #12, but I might add one green glyph to #11 to discourage players from placing word randomly at the top.

(By the way, every puzzle does have some sort of ordering, but sometimes its just alphabetical or has an arbitrary starting point.)

(+1)

good puzzles! I did not notice that the right side of the page had reversed words, and when they did unambiguously show up starting at 9, I was mostly just confused. 0 didn't help with that a ton; it still didn't click for me (because all of them were valid words reversed) so I further distrusted the bottom left to tell me the first letter of the word (figuring that perhaps it could tell me the start or end -- surely "si" wouldn't count as a word in this all-english puzzle (of course, there's also "lengua de gato" but I was far away from finding that))

(+1)

Adam Duritz  the singer from Counting Crows said he once wrote a whole EP of music, then he listened to the new album from Gangs of Youth and he threw all the songs he had been writing out, cos the Gangs of Youth album was so incredible. Anyway that's how I feel playing this book, it's so good, it makes all my ideas for puzzle books look silly. I'm gonna make them anyway, but this is the gold standard, Playcebo rocks.

(+1)

This is absolutely brilliant. Recommending it to all my friends.

(+1)

Loved the game. I got so hooked I stayed awake until 5 am solving it! Everything fits together so beautifully and intelligently, and there are so many moments of sudden realization where things finally click which felt really great. I didn't know a word search puzzle could have plot twists lol. Figuring out the themes and words for each puzzle was especially a joy. And I genuinely laughed out loud a bunch of times! Like when I realized the gingerbread man was a clue the whole time. I felt really smart for figuring things out and at the same time really stupid for not figuring them out sooner.

The only criticism I have is that wasn't clear to me whether the leftovers from puzzle 12 were really supposed to be the intended final word. Considering the nature of the game, I think it's to be expected that players won't so easily accept being told there are no more puzzles and that they've won. I felt the game was pushing me to do something else to uncover a different word under the squiggly line, like there was a secret 'true ending' lol. I spent over an hour on that until I realized that it makes absolute sense for the 12th word and the leftovers to be the same since all the other words are the leftovers from the previous puzzles...

I don't know what could be done to change this, or if it's even worth it as I don't even know if my confusion at the end is a common enough experience or not. Having said that, maybe you could have the letters for the final word be completely covered by the line? Seeing parts of the shapes made me think I could find a different word with other letters that also fit there, like an X instead of an A or G or Q instead of an O. The blotch on n15 also threw me off since it looks like it could also be an M, an R or a Y. Also, both the letters inside the circle and the fact that there's exactly 15 letters (excluding the E that's left over) covered by it felt like they could be clues. I even tried rearranging them to see if they could form a coherent phrase. Maybe there could be individual blotches on some of the letters instead of a circle?

Anyway, thank you so much for making this and giving it out for free! Have you considered making a patreon or a ko-fi or something?

Developer (1 edit) (+1)

Thanks for the feedback! A few others were also confused by the ending, so I'm now planning to replace the circle and squiggly line with just a few normal blots [covering just 5-10 letters total]. Less fancy, but hopefully more clear and more satisfying.

Viewing posts 21 to 29 of 29 · Previous page · First page