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Thank HN: The puzzle game I posted here 6 weeks ago got licensed by The Atlantic

theatlantic.com

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Re: Thank HN: The puzzle game I posted here 6 weeks ago got licensed by The Atlantic

#121
post #11

It would be nice if it worked in Brave when Brave Shields are up. The Atlantic seems to load an absurd amount of trackers, even for paid subscribers.

In Firefox+uBO and in Firefox on iOS it works. You do have to enable one of those cloudflare domains, though. It seems to contain the essential scripts.

I think I hit issues since I'm in Brave on iOS.

Re: Thank HN: The puzzle game I posted here 6 weeks ago got licensed by The Atlantic

#122

Earlier quoted context omitted.

> Would it be a whole lot of fun to complete the game in one guess? I would say yes. It would feel great, like you are outsmarting the game. Kind of like when you discover a good build in an RPG that helps you get ahead - even though it's often intended by the designer, you feel like you pulled a fast one on the game and it feels awesome.

Except the games isn't linear. The goal is to answer all of the clues without getting any wrong. Answering one clue doesn't do that.

Isn't the goal to get the final answer? I think it should be allowed. Similar to not using all the available attempts at wordle or finding a secret passage to the end in a videogame.

Re: Thank HN: The puzzle game I posted here 6 weeks ago got licensed by The Atlantic

#123
Really fun and clever! Super super creative. Congratulations!! I just love it when somebody comes up with a new idea like this, it's inspiring.

My only nitpick: I totally get that you have to solve the inner clues before solving an outer clue, and that outer clues can help you solve an inner clue.

BUT, the ergonomics/UX of that is just impossible... There was an inner clue that was super-stumping me, and I could solve "downwards" from like 5 clues above, but trying to keep track of which brackets were which and which level was which was maddening.

It really feels like it needs a way to answer outer clues even if it won't collapse them. Just to keep track of them. And then a better way of tracking so many levels of nesting. I don't know if the answer is indented nesting like in code, or what. But the current UX only effectively allows you to work inside-out, when outside-in is clearly a necessary piece of the puzzle, because sometimes you get inner clues that are just stumpers that you have no other way of figuring out.

Re: Thank HN: The puzzle game I posted here 6 weeks ago got licensed by The Atlantic

#124
Congrats, that's a great achievement!

I'd be very curious if you could share what that process looked like in general? Did they reach out to you, how did they find you?

Were they interested in the gameplay alone, or the player count / growth?

Was it much work, technically, to get integrated on their website?

And of course, how long does it take you generate one full puzzle?

Re: Thank HN: The puzzle game I posted here 6 weeks ago got licensed by The Atlantic

#126
post #118

Earlier quoted context omitted.

The thing that bugged me was that I also knew a BUNCH of intermediate steps. I wished I could enter them and get feedback instead of "Incorrect answer". I don't mind having to do all the pieces. I think what might work is just if it says "Too early" and makes a list of stuff below the puzzle that you've solved too early and just put a checkmark next to it once it's ready and let you click it to enter it. Right now it…

That's part of the challenge. It's interesting being able to unwind the stack from both directions.

Agree - I don't think giving correct feedback early does anything to hurt this, in fact I expect it encourages it. You still need to do the whole solution. But a little bookkeeping and correct feedback when you've got the pieces outside-in would be greatly appreciated.

Re: Thank HN: The puzzle game I posted here 6 weeks ago got licensed by The Atlantic

#127

This is awesome! I love the game. My one piece of feedback is to improve the keyboard (if that’s at all possible). I regularly miss points because of typos even if I had the correct answer.

That keyboard is seriously bad. If you start pressing the next letter before you release the previous letter, you get neither!

Re: Thank HN: The puzzle game I posted here 6 weeks ago got licensed by The Atlantic

#128
post #76
post #2

I posted Bracket City to HN on February 24th and the game went live yesterday on The Atlantic (!) The game will stay free to play (and not require logging in). Also, I'm still making all the puzzles! HN provided the first real infusion of players that weren't my mom's friends. So thanks everyone. FWIW The Atlantic's team is amazing and got this live exactly 2 weeks from when we signed the deal. This happened quick an…

Some feedback: On mobile, why is there a custom keyboard? I found it pretty annoying. I kept getting missed taps, and at least one wrong guess due to a typo I didn’t catch before. It doesn’t seem like the system keyboard’s spellchecking would interfere with the puzzle, so why not just use it? Is it an issue with layout consistency? Otherwise I quite liked the puzzle.

Yeh use native inputs unless you absolutely need a custom one.

Re: Thank HN: The puzzle game I posted here 6 weeks ago got licensed by The Atlantic

#129
Does anyone think it would be really fun to see an animation that replays the steps in which the puzzle is solved? When the puzzle is complete have the display replay the clues and answers in the order they were guessed. Here's a prototype:

https://codepen.io/ewhymper/pen/gbOJzmZ

Re: Thank HN: The puzzle game I posted here 6 weeks ago got licensed by The Atlantic

#130
i have an idea for a game but i really dont have enough time to implement myself. it would be a MMORPG but with discreet time steps, so every hour or so all the players would get a message that contains a picture depicting the point of view of their player character and a list of actions/options that they can take. rendering the game out of real time would allow hyper-realistic graphics and also physics simulation or environment destruction/modification. it would also allow for many, many more concurrent players in the same game world than other games and would allow for a much larger game world. and taking one "turn" only once every 30 minutes/hour would lend the game a special character that might be highly appreciated by some people in the context of todays popular games. my vision for the game is being able to peer into a vast, photo-realistic world, buzzing with a hundred thousand people trading, mining and fighting, one picture at a time.
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