[Prototype] Destroy a pocket roguelike about navigating a grid to parry and find combos

u/nvrcr — 1 day ago

As a dev, how do I close my game out on a high note vs padding it with more levels?

I recently launched a level-based wordbuilding game (EVERYTHING MUST WORD, live on iOS/Android btw!). It has a simple core mechanic with 9 different zones.

My mindset around zones was to deviate from the rules just enough to force the player to adapt, but not so much it feels like like a different game. And the game should have just enough zones to explore a meaningful number of deviations without the player feeling like things are repeating.

To puzzle game devs/players: how do you know when it feels right to "end" a game vs keep adding levels? When do new levels start to detract from the game?

Context:

I'd expect most players to finish my game's campaign in 2–4 hours (with some replayability from dailies/leaderboards). I realize paid games need to feel lengthy enough to justify their purchase price, and Steam games need to play around the 2 hour refund limit. Since my game is free, I feel less burdened to pad the game length (though keeping more players engaged for longer would help raise ads or IAP revenue, but I'm ignoring that for now).

Some of my favorite examples:

  • Baba is You: Loved every moment of the levels I played. Too many levels (especially when the latter ones were taking me 30+ minutes to solve).
  • Blue Prince: (Not level-based) Also fantastic...for the time I wanted to sink into it. There was a point when I stopped having fun (friends told me the same thing).
  • Portal 1/2: Perfect pacing. The ending felt right, and having an engaging story helped.
  • The Witness: This one also hooked me from beginning to end. The immersive environment played a big part.
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u/nvrcr — 1 month ago

Should you include slang/modern words in a word game dictionary?

Hey r/wordgames,

My game is Scrabble-like. It has leaderboard, so even though it's single-player, I still care about competitive fairness.

I’ve been debating how big the dictionary should be. Right now I’m using a curated list of the common English words instead of the full Scrabble dictionary. My target audience is (semi-)casual players who obviously haven’t memorized obscure or non-English Scrabble words.

That mostly works well. But some playtesters got frustrated when a word they think is valid got rejected (examples: stan, hashtag, rizz, facetime, twerk, emoji, and sus)

I’m considering adding some modern slang because player delight matters a lot more to me than competitive fairness.

My main questions are:

  1. Do you feel like adding modern slang (not officially recognized words) hurt competitive integrity?
  2. Where do I draw the line on what slang to add? There's way too much slang and many may be specific to certain regions, communities, age groups, etc.

I'd love to get more feedback from word game players. Thanks!

[Technical details]

In case people are interested: this is how I built the dictionary in EVERYTHING MUST WORD (free on iOS + Android!).

  1. Take SOWPODS from jesstess/Scrabble Github
  2. Filter 3-8 letter words (my game only supports these)
  3. Filter the most common ~50k English words using Python's wordfreq library (which explicitly excludes proper nouns, non-English words, abbreviations)
  4. Filter words that don't contain a vowel ("tsk", "grr", "shh", sorry these don't make sense to be words to me 🤷)
  5. Add a list of 100 slang words (I'm too old to know most of these, I had AI help here)
  6. Filter from a "banned word" list (which includes hate speech and racism)

To find the 50k threshold, I fed in words that are uncommon but valid ("fjord") and words that nobody except Scrabble pros know ("xyst"). Then I tried cutoffs and manually reviewed the list until it looked right to me.

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u/nvrcr — 1 month ago

New solo dev launching mobile word game: advice on first marketing plan?

Hey fellow devs,

I'm about launching a mobile, casual word game called EVERYTHING MUST WORD (Android, iOS soon once Xcode behaves). It's basically solo Scrabble with leaderboards: build words, score points, restock tiles, upgrade word score bonuses. Un-intrusive ads w/$2 IAP to remove.

I'm a full-time solo dev marketing my first game, and I want to be intentional about where to spend my limited time. I'm aware mobile games are dominated by studios with big marketing budgets, so I'm treating this launch as learning to set me up for future Steam/mobile games.🤞

What I've done (sometimes various iterations):

  • App store screenshots
  • App store trailer (visuals are stale but the gameplay is clear)
  • App store copy
  • Studio website w/ SEO-optimized keywords

What I plan to spend time on:

  • Post on a few key subreddits (will try not to be too flagrant with the self promoting)
  • Post every 2 days on Twitter, IG, Tiktok (15s gameplay videos, simple hooks); my socials currently have minimal followers since I haven't posted pre-launch
  • Preparing a minimal build to publish on CrazyGames as an upsell channel
  • Ads: I may do a quick experiment but probably nothing extensive unless I can measure ROI
  • Creators: I'll research content creators that play mobile or word games to see if there's any interest
  • (And double down if any of the above show promise)

Some questions that would help me on my journey:

  1. Any other obvious high-impact approaches I'm missing? Or areas to de-prioritize?
  2. What types of social hooks work for you? I personally enjoy "how it was made" shorts, but I think that doesn't land with the general mobile gaming audience.
  3. Any thoughts on CrazyGames/Poki as a "demo" platform to upsell to mobile?

Thanks, and I'd be happy to share what ends up working for me (if anything!).

u/nvrcr — 1 month ago
▲ 7 r/godot

How do you record quick gameplay footage w/ audio?

I'm building a mobile game and often take quick clips to showcase a new mechanic or something.

My "simplest" approach so far:

  1. Plug in an Android device + remote deploy a debug build
  2. When the app is loaded onto my device, use `scrcpy --record=tmp.mp4` to record footage

It works decently enough to record gameplay footage with audio without pushing a new build. It's fairly quick but feels a bit clunky. Anyone have a better way?

I'm on MacOS 27 + Godot 4.6. I've tried various apps (including OBS) to record the desktop debug build but nothing seems to capture audio.

EDIT: A few folks pointed out a setting I was missing in Quicktime to capture audio:

`Options > Capture > Include System Audio`

Thanks knitted_beanie and vigorous_plateau!

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u/nvrcr — 2 months ago
▲ 38 r/godot

Help: how to swap in-game color palettes based on user preferences

My game allows players to pick a color palette, something like: LIGHT_MODE (default), DARK_MODE, RETRO.

Some elements in my game are spawned via code, so I can programmatically set colors on creation. But most elements like UI are created in the Editor and I explicitly created them with the default colors. I could script ALL my UI elements to update via code but I'd really prefer to avoid that since it's much easier to visualize in the editor.

Is there a best practice for setting semantic colors to my UI elements so when the player switches theme, all UI elements recolor accordingly? For example, I'd like to define colors for FOREGROUND_TEXT, BACKGROUND, PRIMARY, SECONDARY for each theme.

For webdevs, I'm looking for something analogous to CSS design tokens (e.g. setting a button to an "accent" color which differs per theme).

Sorry if this has been asked, didn't see a relevant thread in search. Thanks in advance.

u/nvrcr — 2 months ago

Handling when a player can't find a word in a wordbuilding game

I'm building a mobile word game (think single-player Scrabble): draft tiles, build a high-scoring word. (Not promoting since it's not out yet)

If the player drafts poorly, it's possible for them to get in a state where they can't see a valid word. I'm looking for solutions for this state.

The tricky part is vocabulary. In most puzzle games (chess, sudoku) every player has the same solution space. In a word game, the solution space is limited by the player's vocabulary.

Here are the options I'm considering:

Option 1: Always force a valid word

The game always gives the player letters that allow at least one valid word.

  • Pros: Keeps uninterrupted flow state and avoids frustration.
  • Cons: Assumes vocabulary. Reduces strategy and player agency, because the game is always gives them an "out".

Option 2: Hint at valid words

The game gives hints like highlighting tiles that can form a word or showing how many words are available. If no valid word exists, the level ends.

  • Pros: Saves time if there's no valid words and still leaves discovery to the player.
  • Cons: Still assumes vocabulary. It would be frustrating if the hinted word is one they don't know.

Option 3: Allow redraw bad tiles

Each turn, the player can discard + redraw some tiles with some penalty (lowered tile values that turn, negative modifiers on the board).

  • Pros: Gives the player a way to recover from bad drafts or dead ends.
  • Cons: Adds another mechanic and extra UX. Personally I think strong players will never use it, and weak players wouldn't want to use it since it hurts their score.

Option 4: Restart if stuck

The player can only restart the level if they're stuck.

  • Pros: Simple and clean, with no extra mechanics.
  • Cons: Most punishing for players with weaker vocabulary or poor drafting.

Right now I'm leaning toward option 4 with fast restarts. With short levels and seeing the same tiles each run (because of the deterministic seed), I'm hoping restarting feels lightweight enough to feel like "another try" instead of a punishment.

I'd love advice from people who play a lot of word games. What makes failure feel fair, and what makes you want to try again after getting stuck?

Some more context about my game that may be relevant:

  • Tiles are currently drafted via machines that dispense the next available tile, and you can see the upcoming tiles. This gives some agency/planning to the player so they can try to avoid getting stuck.
  • Draft options always provide vowels and consonants, as well as "fancy" tiles like letter pairs (e.g. TH, ER) and wildcards. If the player drafts no vowels, it's their own fault 😅.
  • Draft options are weighted by frequency + some fairness rules. Players should get common ("easy") letters often.
  • Levels have a minimum score to pass as well as leaderboards. So there is incentive to maximize your points.
  • My ideal target audience is someone who likes puzzles and word games already. I'm not catering to the hypercasual player, though ideally they'd be able to enjoy the game without competing for the leaderboard.
u/nvrcr — 2 months ago

I played a dozen word games last month and combined my favorite parts

Playable in your browser 👉 https://arcoraven.itch.io/everything-must-word

The premise: You're employed at a wordbuilding factory. Draft tiles, build words, score big points. It's meant to be a casual wordbuilding game where you can compete with friends/leaderboards on each level.

I've played a handful of word games in the past few months (key ones: Scrabble, Wordle, NYT Spelling Bee, Letter Quest, Cursed Words) and built something that took my favorite parts from each. The formula I landed on:

  • Spelling Bee's word hunt
  • Scrabble's slot bonuses
  • Wordle's social competition

All wrapped up into short levels. Each batch of levels introduces a twist that changes what tiles you play or how they're scored. Between turns you're given upgrades to shape how tiles are scored in that level.

Feedback I'd appreciate: Is it fun? Is it intuitive? Which "batch mechanics" do you like/dislike?

The game is still in development. I'm exploring leaderboards and social features to entice players to compete with their friends. Long term I'm aiming to launch it on the iOS/Android (no current plans for web/Steam). My best playtesters were my nephews (5 and 6) who couldn't stop playing it (until they needed help with spelling).

I'm happy to share more about the game or the pivots I took along the way. Thanks for reading!

u/nvrcr — 3 months ago

Building a word puzzle with friend leaderboards. What makes something compelling to compete?

Hey all,

I play Wordle, Mini Crosswords, and Connections with two close friends semi-regularly. I like that they're short and tickle my brain, but they aren't replayable (expectedly since they're puzzles) and are basically pass/fail.

I'm building a word game for mobile that involves drafting tiles to build high-scoring words. I'm hoping the "chase the highest score" aspect of my game gives my friend group some "back and forth" competition.

I'd like some advice on what people think makes a good daily word game. Or recommendations for new dailies that might be good inspiration.

The current structure is puzzle levels: try to hit score targets and beat your friends' scores. All levels are seeded so anyone (re)playing the same level gets the same options. I'm thinking about adding a daily challenge so players can compete with friends or global leaderboards.

Here's a playable browser link to my game: https://arcoraven.itch.io/everything-must-word

I appreciate your feedback...thanks in advance!

u/nvrcr — 3 months ago