Puzzle type
Table of contents
About Puzzle type
How to play
Controls
Typing on a keyboard
Typing on-screen
Undo
Redo
Restart
Quit to title screen
Graphical conventions
Lighter tone characters
Arrows
Level difficulty: ✲
Pictograms
Level navigation
Skipping a level
Going back to a previous level
Opening the selector menu
Picking levels in the selector menu
Directly
Type the level name
Type the level number
Arrow keys to move
Closing the selector menu
Hints
Fullscreen
Playtimes
System requirements
Browsers
Desktop
Mobile
Screen sizes
Credits
Music
Sound effects
Game Engine
Playtesting
Special thanks - extensive videoplaytest series
Many thanks - Alpha, Beta & Gamma
Videoplaytesting tips
F.A.Q.
What type of game is Puzzle type?
What inspired Puzzle type?
Other potential sources
How are puzzles in Puzzle type ordered?
Thematically
Gradually
Sharply
Any design goals in Puzzle type?
Language independence
Minimalism
Other
Which level design methods made Puzzle type?
Clue-then-mechanic
Mechanic-then-clue
Theme-centric
Feedback-centric
About Puzzle type
A single clue reveals the hidden typing rule. Explore each puzzle to discover its rule. To win, type the clue exactly as shown: every symbol counts!
How to play
The screen displays only one clue. Your goal is to type this clue exactly as shown. However, your keyboard is behaving cryptically...
All puzzles can be solved with logic, experimentation and creative thinking, sometimes aided by pencil and paper. Solving a puzzle usually requires two steps: discovering which rules are in place, then using these rules to write the clue. Rules don't change nor ever rely on timing, so relax and take your time!
After beating certain puzzles, some people will enjoy replaying them, trying to write even harder clues or simply push the rules to their limits, perhaps even using the interface as a learning device. All levels were designed with this possibility in mind.
If at any point you feel overwhelmed by too many possibilities or like brute-forcing your way, that is a telltale sign you may be missing critical information! The pictograms below may steer you back to the right path again.
Type any of the 26 letters of the latin alphabet. Some levels may forbid certain characters, or allow spaces, digits and/or arrows.
Typing on-screen
To open the translucent on-screen keyboard simply (tap) the input area or (keyboard). To close it, press (keyboard) again or × (close).
Tip: (long tap) or (long click) on any key for a burst.
Undo
To undo an action, press either (backspace), (delete), Ctrl/⌘Z or (undo).
You may also (swipe left) on the input area.
Redo
To redo an undone action, press either ⇧ (shift+backspace), ⇧ (shift+delete), Ctrl/⌘Y or (redo).
You may also (swipe right) on the input area.
Restart
To restart a level, press either Ctrl/⌘ (ctrl+backspace), Ctrl/⌘ (ctrl+delete), Ctrl/⌘R or (restart).
Quit to title screen
To quit a level, and return to the title screen, press Esc.
Graphical conventions
Lighter tone characters
Temporary characters, sometimes coloured in a lighter tone, may be transformed when certain conditions be (or fail to be) met.
Arrows
The arrows and indicate you may press the arrows (left) and (right).
Level difficulty: ✲
Level difficulty is indicated by the number of stars, in a scale of 1 ✲ - very easy - to 5 ✲✲✲✲✲ - very hard.
Pictograms
♫ The musical note symbol will appear in any level where turning on sound will be hintful.
The magnifying glass symbol means it is probably a good idea to use a search engine, unless you happen to be an expert on the level topic!
The eye symbol means the level requires visual/spatial thinking. Sometimes it may be a good idea to draw a diagram or a map.
The dictionary symbol means the level requires some knowledge of a particular language (English included). Online dictionaries, translation and word-search tools may be useful.
The mathematical symbol suggests it may be advantageous to imagine numbers.
The architetural symbol hints that the level may need careful planning before building a solution brick by brick.
Level navigation
Skipping a level
(swipe right) on the level clue area, or press Ctrl/⌘ (ctrl+right).
Going back to a previous level
(swipe left) on the level clue area, or press Ctrl/⌘ (ctrl+left).
Opening the selector menu
(tap) on the level clue area, or press Ctrl/⌘L. You may also use the Level selector button in the game bar.
Picking levels in the selector menu
Directly
(tap) or (click) the level name.
Type the level name
Start typing the level name and the cursor will move to the correct level. Press (enter) to confirm.
Type the level number
Alternatively, you may type the level number with 0, 1, 2, 3, 4, 5, 6, 7, 8 or 9. Press (enter) to confirm.
Arrow keys to move
Press (left) or (right) to move between levels. You may also use ↹ (tab) or ⇧↹ (shift+tab). Press (enter) to confirm.
Closing the selector menu
Pressing Esc or Ctrl/⌘L will close the menu without changing level.
Hints
Request a hint by pressing Ctrl/⌘H or (hint), but use them sparingly to preserve your standing, shall you enter Hall of fame!
Fullscreen
Toggle Fullscreen by pressing Ctrl/⌘F or (fullscreen).
Playtimes
The most recent playtests indicate that a relaxed puzzler may enjoy 6h to 9h of Puzzle type, spread across multiple sessions, while puzzle veterans may be able to speedrun Puzzle type in a intense two-hour session.
System requirements
Browsers
Desktop
Puzzle type was tested and runs well with the desktop versions of Chrome (78-81.0), iOS Safari (12) Firefox (65.0-74), Opera (65), Brave (1.5) and Edge (80). OK
Puzzle type does not run on Internet Explorer.
Mobile
Although Puzzle type runs on Android Chrome, Android Firefox and iOS Safari (12), the marked slowness would prevent a good game experience. Problem
Screen sizes
With a physical keyboard, Puzzle type was designed to display well on all screen sizes, from extremely small (e.g 300px by 200px), to very large (e.g. 1280px by 1024px and above). OK
Typing with the on-screen keyboard may be cumbersome on very small screens, because the keys become quite small. So this combination is not recommended.
Credits
Puzzle type by
Music
Background music "First Spring Forest" by Pedro PSI.
Sound effects
Sound effects made with MuseScore (pre-recorded) and Tone.js (live synthesis).
Game Engine
Made with vanilla JS and CSS, including the Game Bar!
Playtesting
Pedro PSI wishes to express deep gratitude to all playtesters that helped shape Puzzle type.
Special thanks - extensive videoplaytest series
Many thanks - Alpha, Beta & Gamma
Builder17, for a quick playtest of level 29 and for suggesting the "hangman-style" keystroke list.
Videoplaytesting tips
If you're new to videoplaytesting, please check the Videoplaytesting Tips.
F.A.Q.
What type of game is Puzzle type?
Puzzle type is an inductive typing game. Inductive means you must explore to deduce the hidden rules of the system (in each level). Exploration happens through a beautiful and minimalist typing interface.
Thus Puzzle type could be placed near the puzzle hunt genre, since it can be seen as a collection of puzzles, albeit interactive!
So don't be fooled: Puzzle type is not a riddle because it lacks obscure cultural references, nor a word game as it never reuses a base mechanic on long word lists, nor a typing game, since time does not matter and the keyboard deceives!
What inspired Puzzle type?
Puzzle type contains mathematical, language, visual, scientific, programming, geographical, musical and other elements - so it is inspired in the world around us.
With respect to other puzzle games,
It shares some ideas with string rewriting games like Jeff Wu's Send a damned message and others.
Other potential sources
An indirect source of inspiration was
How are puzzles in Puzzle type ordered?
Thematically
Puzzles sharing a theme or broad way of thinking are often grouped together.
Gradually
Puzzles combining ways of thinking are not shown before each way of thinking is presented individually. Simpler before complex puzzles.
Sharply
Sharp changes in ways of thinking may occur between and within themes. Usually a pleasant surprise.
Any design goals in Puzzle type?
Language independence
Creating a word game without language-dependent content. The vast majority of the levels (22) can be enjoyed anywhere in the world, equally, by anyone who is acquainted with the latin alphabet. Done
Minimalism
Making a compelling enigma with minimal interface and decoration. No repeated ideas. Done
Other
Extending the Game Bar to any javascript game. Done
Making sound effects and music. Partly
Which level design methods made Puzzle type?
Clue-then-mechanic
A particular word is desired. What is the essence of this word? How could this become a puzzle?
Multiple puzzle iterations.
Mechanic-then-clue
A particular mechanic is desired. What letter patterns must be present in the word to ensure a solvable puzzle? How about a good puzzle?
Programmatic word search. Manual curation of words with clue potential. Minor adjustments to word/mechanism until a match is found.
Theme-centric
A particular theme is desired. Gather an extensive list of words that cover the theme. Which mechanisms fit with and enable full word list exploration?
Multiple clue and mechanic iterations.
Feedback-centric
A finished puzzle is improved and/or totally redesigned after playtester feedback. Possible reasons: too easy (unintended solution), too cryptic (after a fair amount of experimentation), too cumbersome, requiring more visual feedback, unforeseen possibilities, novel ideas, etc...
Changelog
Every level Puzzle type now has a small log where players can more easily remember what was learned so far. This feature will be tested in the coming days.
Puzzle type level LOO*** upgraded to MOR***.
Puzzle type level TOD*** was upgraded to JUN***, following encouraging and insightful feedback from
Puzzle type received new level: TOD***, standing now comfortably at 40 levels
The first level clue changed! Now it's more interesting and a gentler introduction to the game interface and mechanics.
Puzzle type levels POL*** and WHI*** updated in response to player feedback. Thanks
Puzzle type received new level: POL***.
Puzzle type received three new levels: RES***, РУС*** and WHI*** (a nice remake of a wrongly discarded level).
Fixed a minor sound bug. Other bugfixes. Major update and new trailer planned.
Puzzle type levels were reordered after playtesting feedback, and new labels and were added. Some bugfixes. Thanks
Levels LOO*** added.
New animated transitions when entering/exiting a level and the title screen. Instructions mode added. Several changes and fixes.
Levels MAG*** and TEL*** added.
Puzzle type now sports a hangman-style keystroke list with three different types of strokes: normal, invalid and special.
Also, the sound feedback for invalid strokes as well as the notes in level DEA*** were improved.
Level STA*** letter insertion animated. Hints improved.
All hints were completed.
Thanks
The hint module was expanded to add hints to some levels in Puzzle type.
Thanks
The progress saving system In Puzzle type now withstands changes in level ordering. Thanks
In Puzzle type, ✲ indicates level difficulty, other symbols have different meanings: ⌕ . Thanks
A small trailer was added.
New level! STA***. Level MON*** became LA****, provisionally.
Level TOP*** was overhauled with morphing letters.
Diverse minor fixes, related to the undo queue and the arrow keys.
As this feature was needed for Puzzle type, the Game Bar now has a nice (redo) redo button - a suggestion by
The Gamma Phase has started, with a fresh round of videoplaytests. Contact Pedro PSI to join!
More updates: level FUCHSIA (formerly WHITE) removed.
More updates: level CAR*** became IRO***, adding a couple twists. DEA*** was expanded and synthesised sounds added. Many thanks,
New level MON*** added, still experimental!
More updates: levels THI*** and COP*** added; TEN*** became CAR***, a more interesting clue. Reordering of later levels. Major fix to the undo queue. Minor bugs.
Ongoing beta playtesting changes: NUC*** became TEN*** a less ambiguous clue, added new puzzle GEN*** but removed TAN***, a critical synonym was added to LAT***, WAS*** was recentered.
Ongoing beta playtesting changes: a clearer deduction path was added to DVO***, the NOK*** space display was improved, SYM*** operates now at word level, minor additions to ANA***, NIG*** was expanded, MOR*** was fully redesigned, and the clue in WEI*** changed to LAT***. Number and space input was allowed where helpful. Replaced SUP*** with APA***. Added FIL***, DEA*** and WAS*** so the total number of levels is now 29. Many thanks,
Ongoing beta playtesting changes: clue HOMEOMORPHIC became TOP*** (with new rules); CHERISHEDWOMAN became SHE*** (expanded ruleset, same logic); O** received a new keyword; NOK*** lost the backspace glitch; small CSS tweaks and spacebar inputs support. Many thanks,
"Hoisting of functions inside conditionals" was the Javascript inconsistency blocking Puzzle type on Safari - not anymore!
One new level replaced an older one, keeping the total number constant. New screenshots were also added.
Each level now has its own colour.
With two new levels and after major level reordering, the milestone of 26 levels (one per letter of the latin alphabet) was reached.
Two new levels. Thanks
There is now an on-screen keyboard (keyboard) for easier input on mobile devices. (undo)/ (restart) buttons included.
Puzzle type's alpha version was shared privately, 21 levels in total.
This upcoming cryptic puzzle is gaining shape. Animated logo. Sound effects. 14 levels, and counting.