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    TurnStyle (Spawn of Cryptid Puzzle Challenge) Released

    Posted by
    February 28th, 2009 8:37 am

    Well after an incredible amount of work I have finally released my first Flash / ActionScript 2.0 game! You can play it here if you’d like. I hope it is cool to post here because it is relevant in that the original game play idea came from my Cryptid Puzzle Challenge entry in the Mini-Ludum Dare #7 competition back at the beginning of the month.  I also wanted to really share it all with my buds here at Ludum Dare!  :-)

    Here is level 3 from my first Flash game TurnStyle.

    TurnStyle is a unique visual and memory based puzzle game where each of the 15 puzzles are original illustrations that follow a complete story arc over the duration of the game.

    Every puzzle is made up of individual pieces which have been randomly rotated so that they are scrambled each time. You must work quickly and efficiently to rotate the individual pieces into the proper alignment before the timer runs out.

    There are easy, medium, and hard difficulty puzzles mainly guided by the amount of individual image pieces that make up each puzzle and the way that I break up the images into pieces.

    Personal best records are stored locally for score and rotation count per puzzle. Global high scores may be submitted to the Mochi Leaderboards at any puzzle progress screen. You are able to retry a level if the time runs out.

    I haven’t submitted it to any portals or whatnot yet so it is living at it’s mochi-ads home right now.  I’m using their encryption, version control platform, advert api, and leaderboards/facebook api.  Seems pretty easy to setup.

    I will try to post more about my adventure in creating this game and learning Flash over at my personal site but for now this is finished!

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    3 Responses to “TurnStyle (Spawn of Cryptid Puzzle Challenge) Released”

    1. increpare says:

      very different form v1

      some of the puzzles i find considerably tougher; the one with the cottage by the roads/mountains w/ the ufo especially was confusing; there were several ways of putting the image together that visually made sense and didn’t contradict the hint

      one thing that would have helped a lot, would be to put images of what’s being rotated next to the gears that you turn to rotate them; in the black/white version it would have ruined it, but in this one, where you can already distinguish the individual elements, maybe it wouldn’t matter as much?

      also: the graphics are pretty goood.

      i can imagine that you’ll do quite well with this game…

    2. HybridMind says:

      Thanks for trying it out and the feedback increpare.

      The level you describe, level 7 has been consistently called out in comments I’ve received on portals where this has been as one of the hardest levels in the game. That one and then one of the later ones with a lot of clouds. So, you are totally right in identifying it.

      I hadn’t considered the mechanic you mentioned regarding having the individual image near the handle that you are rotating. That would be interesting to know how that would affect the game.

      A few challenges on making a puzzle game where you really know the solutions is there is a paradox where you become unable to test it at all. Besides having a really patient wife who will play through the puzzles I only had a few other friends to try this before I released it. Now that I have released the game it has been really informative regarding this slice rotation mechanic and I think that if I feel like making another of this style game I will be able to take what I learned and improve it even further.

      While people seem to really like the idea that there is a story in the puzzle progression to follow and were more compelled to play to find out what happens next there is a drawback in that I can’t shuffle the puzzles easily if I find one at a harder difficulty earlier in the series. I would have to redo the puzzle because I couldn’t move it out of it’s order in the story.

      With v1 (Cryptid Puzzle Challenge) I was able to order them accordingly because they were individual puzzles that only related on topic, not story.

      Anyway, just wanted to share a few of these thoughts with you (and whoever else happens by). Thanks for the graphics compliment too. :)

    3. increpare says:

      yeah; introducing a narrative through the images was a great idea.

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