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Making a sliding block puzzle game - Shapist

11-05-2013, 11:43 AM
Joined: Nov 2013
Location: Singapore
Posts: 104
Making a sliding block puzzle game - Shapist

Shapist puzzle update is coming to ios on 25.06.2015 (Android will follow soon!):
We added new levels, almost 20% more content, same price, same great puzzle!
Support us, spread the word, download and try the game - its free for first 15 levels.

https://itunes.apple.com/us/app/shapist/id816551293?mt=8 Universal iOS.
https://play.google.com/store/apps/d...yshapist&hl=en Android.

WEB SITE: http://www.playshapist.com
support us on our Facebook page: https://www.facebook.com/playshapist

The game will be released as a "free to try", with more new levels, new mechanics and lots of other improvements!

and some design \ dev log + details:

Hi everyone, throughout this year we (a team of two, a designer and a developer) have been making a sliding block puzzle game we decided to call Shapist. Few months ago I have started a design blog at Tig Source
so some history can be found there, and from now on I think it could make sense to post here as well. Just in case there are people interested in puzzles. We have all levels ready (50+) and working on polishing few game mechanics, we did play testing but plan to invite couple more people once we have a round of fixes and amendments finished, if everyone is into puzzles that look like this, let me know, you can also ask me about anything.

The game is done in Unity. We wanted to focus very clearly on the game play with as little UI as possible, no tutorials or menus in conventional understanding (we do have a couple of buttons and level selection).

I will keep this topic updated, we will have a web demo soon, but not very soon. Yours, Dmitry Kurilchenko (development) http://kurilchenko.com/ and me - Takemura Ori (idea & design) https://twitter.com/takemuraori.

Last edited by takemuraori; 06-13-2015 at 11:22 PM.
11-05-2013, 03:27 PM
Joined: Aug 2013
Posts: 1,065
Think you will need a tutorial because looking at that I have no idea what you are doing. It is just a bunch of squares

11-05-2013, 07:42 PM
Joined: Nov 2013
Location: Singapore
Posts: 104
Originally Posted by Destined View Post
Think you will need a tutorial because looking at that I have no idea what you are doing. It is just a bunch of squares
I quite deliberately picked a level somewhere close to the middle of the game to show complexity and overall look, should I have picked the first level to show the idea of mechanics would be clear but visually that would look very simple, also this of course meant to be played not guessed from the pictures.
That being said I do feel we need a gif with game-play to show soon.

here are some more static pictures from the middle of the game

anyway if not knowing from the picture what to do in the game doesn't turn you off yet we are welcoming puzzle passionate players for closed testing (just PM me or leave a comment down below)
11-06-2013, 10:28 PM
Joined: Nov 2013
Location: Singapore
Posts: 104
Just in case anyone is interested, I wrote a couple of small article-notes when going through designing the game, those are very subjective of course, but hopefully could be interesting or inspiring for conversation:
- Games designed as physical objects: http://goo.gl/L1fegC
- Tension and creating a place for player to stay: http://goo.gl/WmQif
- Telling the story though level design (not what you may think): http://goo.gl/2tPJUm
- 9 dots puzzle and outside the box: http://goo.gl/oSTU7V

There were more, those I think weren't worth sharing much, I am rewriting some of the texts linked here to put them on the site about the game later in a more polished and probably compressed form.

would really love comments if anyone is interested in game theory and puzzles. negative, constructively critical comments are mostly welcome )
11-15-2013, 04:47 AM
Joined: Dec 2012
Location: La Habra Hights, California
Posts: 58
Hello takemuraori, I found this post after reading your reply to one of our own. (Thanks again for your support.)
I am no puzzle expert, but I do enjoy the genre once in a while - everything from Blocked to Strata. With what I've seen and read here about Shapist, you have a unique challenge of giving that first impression. Even though the game itself may revolve around user experimentation, in a non-interactive demo, you may want to craft a very simple explanation of how the game will work. You're clearly passionate about how deeply you've investigated your concept, now you just need to bring your audience along, from the most basic elements of how it works, so they/we can catch up with what you're saying about its depth of concept, its history, etc. As for an aesthetic critique of these still images, I say that if i picked up a touch device that had these colorful patterns displayed, I'd definitely be curious and start playing around. I can see the merit in a designer game of cause-and-effect learning. I'm curious to see where this goes...

Blind Albino mixes art, humor, and technology right into the palm of your hand. Enjoy!
11-19-2013, 07:43 PM
Joined: Nov 2013
Location: Singapore
Posts: 104
We have launched Play Shapist .com with just a couple of screen shots and an announcement that the game will be available to try at Licence 2 Play event in Singapore this December. We will update the announcement page shorty within few days, and later, closer to the release there will be a full web site with a video, web playable demo (a couple of puzzles specially designed for the web not just levels from the paid game). And all the story behind of course.
12-02-2013, 01:10 PM
Joined: Nov 2013
Location: Singapore
Posts: 104

Some give-aways for the expo.
12-10-2013, 09:38 PM
Joined: Nov 2013
Location: Singapore
Posts: 104
Just a quick note that consists of two parts:
a) We showcased Shapist in Singapore's License 2 Play - had lots of people to play (our estimate is between 50 and 100 in 3 days, we only had 2 ipads to let people play). Some would stay for an hour to solve puzzles - we were very impressed. Some feedback was very helpful, we changed few things over night, tested on next day's crowd etc.

b) Shapist will first be released for ipads, very soon, and then iphone, android, hopefully desktop.
12-27-2013, 10:15 PM
Joined: Nov 2013
Location: Singapore
Posts: 104
I wrote a small conclusions on the design process I had with Shapist and beyond,
this text is work in progress but it could be interesting for those into UX, Product design and of course games. Video games designed as physical interactive objects I would be supper happy for any kind of comments. I keep updating the text, as well as I would like to point that it may serve as a basis for a more broad story i want to write that would include some background behind KeiKei watch project for example so that those interested in product design would find more value as well but for now it is what it is, and it is not a story of Shapist puzzle design etc, yet a more umbrella like thing.

Last edited by takemuraori; 12-27-2013 at 10:19 PM.
01-19-2014, 02:11 AM
Joined: Nov 2013
Location: Singapore
Posts: 104
Following the wrapping before the Ipad release we have finished the in game menu.

Once again we follow our zero ui concept here - there are no numbers no words and transition to levels is done without loading screens etc, you zoom out to menu pick another level, it comes close to you - you can play...

We have chapters in the game and each chapter has a certain highlight in the menu - a special type of the tile illustrating a new beginning.