Gamasutra is part of the Informa Tech Division of Informa PLC

This site is operated by a business or businesses owned by Informa PLC and all copyright resides with them. Informa PLC's registered office is 5 Howick Place, London SW1P 1WG. Registered in England and Wales. Number 8860726.

Gamasutra: The Art & Business of Making Gamesspacer
The Evolution of Puzzle Craft
View All     RSS
August 20, 2019
arrowPress Releases
August 20, 2019
Games Press
View All     RSS

If you enjoy reading this site, you might also want to check out these UBM Tech sites:


The Evolution of Puzzle Craft

October 25, 2012 Article Start Previous Page 4 of 4

We kept some animated tutorials, but decreased the size of the popups. All the other info is delivered in smallest chunks possible, with pictures, and by your villagers.

This increases the chances that anybody reads the text (and deepens your relationship with the imaginary villagers you have to care about). However, the most effective tutorial tool is the nice bouncing arrow pointing to the next element you have to interact with.

At some point while working on the tutorial, we realized how many things we have to explain to the players: that tiles sum up to resources, that you are rewarded for long chains, how exactly workers change the game, what do rats do, etc.

The solution we went for was to start with the gameplay at its minimum (no long chains, no workers, no tools, no free moves, no market) and create buildings that introduce new gameplay elements. This was a real breakthrough -- we gave the players the power to change the rules of the game, and the players loved it.

There are a few mechanisms or relations in the game that are not clearly explained. They give you the opportunity to explore and analyze the game and find out some combos or strategies by yourself. Many players like the thrill of discovery as much as we do.

Main Menu

We started with quite a boring main menu, and only later created a really nice loading screen, so we decided to merge them, and after some color correction we got a new, beautiful main menu.


Working on the Puzzle Craft logo, we decided to focus the two main aspects of the game: farming and mining. We started exploring this idea in our first designs.

We really liked this 3D version of our logo, but in the end we decided to simplify it show the letters in 2D. Effect bellow:


At the beginning there was a simple, placeholder icon.

Then we prepared several sketches to discuss with Chillingo, our publisher.

Then we refined them…

...and prepared several more, this time focused on showing the gameplay.

Then Chillingo prepared their proposition...

...and then we tried a totally different approach.

Finally, over a month later, Puzzle Craft's icon was ready.

Overall the whole development process took us about 12 months, with a team of four people plus outsourcing. The core team:

Bartlomiej Rozbicki - Project Lead/Art Direction
Artur Ganszyniec - Design/Gameplay
Mariusz Macieja - Programming
and Marcin Gibowski - Illustration and Animation

Article Start Previous Page 4 of 4

Related Jobs

Wargaming Sydney
Wargaming Sydney — Sydney, New South Wales, Australia

Lead Game Designer
Street Smarts VR
Street Smarts VR — San Antonio, Texas, United States

Senior Producer/Game Designer
The Walt Disney Company
The Walt Disney Company — Glendale, California, United States

Game Designer, Creative Development
Cold Iron Studios
Cold Iron Studios — San Jose, California, United States

Senior World Builder

Loading Comments

loader image