![[1840] Tired of playing well? Time to play horrible. (Example from July 3rd, 2026)](https://preview.redd.it/g241vvz6szah1.jpeg?auto=webp&s=897b3d74cb052dfadafe571e77febe410c389f7a)
[1840] Tired of playing well? Time to play horrible. (Example from July 3rd, 2026)
I made a solver that attempts to find 5 words that would result in 100% gray tiles. Try it out at https://furdle.fyi
![[1840] Tired of playing well? Time to play horrible. (Example from July 3rd, 2026)](https://preview.redd.it/g241vvz6szah1.jpeg?auto=webp&s=897b3d74cb052dfadafe571e77febe410c389f7a)
I made a solver that attempts to find 5 words that would result in 100% gray tiles. Try it out at https://furdle.fyi
Hello everyone!
It is time for the weekly crosswordle again.
In the comments you will find the answers to this week's puzzles. As always, the answers are hidden behind spoiler tags (you need to click on the boxes to reveal them).
Let's gooo
Hey folks, a couple of days ago in my previous post, I asked folks what makes a good DLE. I hinted at a bunch of criteria I use when evaluating whether to list or not to list a game in my collection at DLES.gg. At first this criteria was very subjective and simple, but the more games came through my hands, the more I started to notice patterns that are great, but unfortunately often also patterns that make the games worse. I did a lot of research into the most successful DLES of all times like Wordle, Nerdle, Catfishing or Worldle and wrote down my findings.
Today I'd like to introduce my framework to evaluate a good DLE so every game maker can benefit from a rough guidance on how to achieve greatness in daily games.
To begin with, I used this framework just to guide my decision to add the game or not, but the little data nerd in me wanted to add weight to each category, so I threw a bunch of points to each section, and hey, we have a full fledged rating system, yay.
Every game is scored out of 100 points (well, technically 102 as there are 2 optional bonus points to be earned). 100 is very good! The categories and their weights reflect what actually matters — gameplay is the heaviest chunk because a beautifully polished game that isn't fun fails its core job. Archive is nice to have, but not a must. Vampiric monetization can penalize you. Here's the complete category breakdown:
| Category | Points |
|---|---|
| Concept | 10 |
| Time to first guess | 10 |
| Gameplay | 30 |
| Juice | 10 |
| Visuals | 10 |
| Mobile experience | 10 |
| Share grid | 10 |
| Streak and stats | 3 |
| Leaderboard | 2 |
| Archive | 5 |
| Monetization | 2 to −10 |
| Total | 102 |
Is this an original game concept? Great! Does the game have a clear, memorable hook? Awesome. Even if the core mechanic borrows from an existing game, does it carve its own niche with a strong identity? Way forward! Even though originality is great, even a flawless execution of a familiar mechanic isn't penalized for arriving second. What matters is whether the game knows what it is and who are the players it serves.
Can a new player make their first move within 30 seconds of landing on the page? No forced account creation, no forced tutorial, no wall of text between me and the game.
Is the game immediately visible upon landing? The player should be able to start without dismissing a text-heavy modal or scrolling past instructions.
Can the player understand the goal without reading anything? Ideally the game teaches itself through the UI.
If instructions exist, they should be brief and visual-first. The 85-word benchmark: Wordle's instruction modal explains the entire game in under 85 words, backed by visual tile examples. Visual examples should do the heavy lifting - text is a last resort. People do not read manuals. If you make them read, keep it as short as possible.
The biggest category because games exist to be played.
The hardest criterion to define, the most important to get right. Does the player feel good during the game, not just at the end?
No bullshit answers. No obscure trivia that feels arbitrary. The answer should feel inevitable in hindsight — "of course it was that."
A daily game should reward knowledge and strategy, not just random guessing. In a well balanced game luck can help to get unstuck, but a pure luck based games are for the casinos, thanks.
Not so easy it's trivial, not so hard it's discouraging. The game should feel achievable on most days while still providing a genuine challenge.
The game must look clean but have well-thought micro-interactions. Juice is what brings the game alive. Juice can builds up anticipation of whether your guess was right or not. You know how Wordle reveals each letter one by one after you submit a word? That's a tiny detail with a big impact on your game experience. The absence of juice makes a game feel unfinished. We want juice!
Uncluttered layout, consistent visual language, nothing fighting for attention.
Most players are on their phones, on a bus, in a waiting room, they need to kill some time and DLES are the perfect companions for these kind of situations. Touch targets, keyboard behaviour, layout on small screens, these are all first-class concerns, not afterthoughts.
An abstract representation — emojis or symbols — that shows the path to victory without revealing the answer. Pioneered by Wordle's coloured square grid. Lets players share results and invite others without spoiling.
Does the game track the player's history? Streak, win rate, guess distribution — these create long-term investment and a reason to return daily. There are some risks related to losing streak causing frustration and unhappy players.
Built in way to compare scores with other players. Lower score weight because it's nice to have them, but not essential, especially in the early stage of the game, first get the gameplay right, then pour some juice, if players are not coming back, leaderboards won't save you. Also, it's worth considering the usefulness of leaderboards as daily games are notoriously easy to be cheated (incognito).
Can the player go back and play yesterday's game? Last week's? An archive of past games lets new players catch up and gives regulars something to binge on weekends. Note: daily games are designed to be one-per-day - archive is a bonus, not a design requirement, hence the lighter weight.
There's nothing wrong with monetization, actually I'd even argue a mild and tasteful monetization is good for games. I know how much time and effort goes into making and maintaining a daily game (I made Rotaboxes) and how much hosting, domains and server cost. So in order to boost game's longevity, having a way to accept some money is good. There's also no better feeling when a regular player wants to show gratitude and buys you a coffee. So please, go for it, add monetization to your game, you've got 2 bonus points from me 😉
But bear in mind, moderation is the key. Let me explain, a support button (BuyMeACoffee, ko-fi, Patreon) or ads that are non-intrusive are totally fine. But if the ads are overlapping the game parts, worse if they need to be clicked to remove, or if they pop-up all over the place and distract you from actually playing, that's bad and I reserve the right to penalize the game up to 10 points. The worst kind of offence is pay-to-cheat, that's a red flag. Allowing players to pay for hints or any help not available to free players transforms a skill-based puzzle into pay-to-win. This is common on app stores and antithetical to the daily game spirit. I'm sure there are 1000s of mobile games exploiting your free time and wallet in this way, but that's the exact opposite of what a good DLE is about.
If you're a purist and making your game just for fun, no ads, no support buttons, that's OK too, I respect you a lot and there's no points deduction. But please keep your game alive!
| Behaviour | Penalty |
|---|---|
| No ads, or support button only | 0 |
| Mild / tasteful ads | 2 |
| Heavy ad bombardment | −5 |
| Intrusive ads / popups | −8 |
| Pay-to-hint or any paid advantage | −10 |
I will start publishing game reviews using this framework soon. If you'd like your own game to be reviewed using this framework, get in touch in the comments.
Originally posted on DLES.gg
Hello everyone!
It is time for the weekly crosswordle again.
In the comments you will find the answers to this week's puzzles. As always, the answers are hidden behind spoiler tags (you need to click on the boxes to reveal them).
Let's gooo
I play Wordle daily on the NY Times site. About a month ago the Times opened up their other word games to be free for a week or two to hopefully pick up
some subscribers.
I started with the crossword puzzles.
I am making these clues up to illustrate my point, but believe me, these are not much exaggerated:
14 down
Clue: Dude who identified Radium
Could it be Rybrnzc?
Correct! It’s Rybrnzc! WOW! I can’t believe it. Must be some Polish guy I tell myself.
6 across
Clue: Another word for flange?
Could it be fgurud?
Correct! OH MY GOD HOW DID I GUESS THAT CORRECT?!? I AM A FREAKING GENIUS!
This went on, honest to God, for another 20 minutes.
Then it occurred to me that,
unlike Wordle, the crossword puzzle lets you type in any random shit you can think of and it accepts it. It does not give you immediate feedback informing you “not a word” or “wrong”.
Wordle trained me immediate feedback would let me know if I was on the wrong path. Crossword puzzles give no indication my answers were stupid. Looking around, I was relieved no one could see my dumpster fire of answers. I quietly left the crossword page.
I’m sticking to Wordle.
FYI “FIFR” does not stand for “First In First Out”.