DEVLOG#32 – Designing the Puzzles

Hello Ascenderians,

Can’t believe that it is my turn to write, it has been a challenging weeks toward the next version of our game.

During testing, some players said that the “Boss” Puzzle in Ascender is quite intense. Well, as a designer I never really think that the puzzle that they describe is actually a Boss puzzle. I like to all it Intense Puzzle where player is given a task to complete a puzzle with a pressure (it can be time or annoyance).

I use Intense Puzzle is used for two purpose,  first to validate that user know how to use certain skill and the second is truly a challenge for the player to face in order to progress the game.

The first example of Intense Puzzle is B.RO Puzzle in the beginning of the game. I use the puzzle to validate the skill that is newly acquired skill (Double Jump and Hook) and let B.RO chase them down in order to heighten the intensity of play. We even test the player to use the skill accordingly in order to get away from B.RO

Run !!! Sky... Sun !!!
Run !!! Sky… Sun !!!

After this player are tasked to finish not so obvious puzzle, and I call it hidden puzzle. This type of puzzle is where player probably saw an item but can not get into it. Some puzzle can not be directly solved since some of them uses skill that player may not have yet. In the public preview, there are a lot of these type of puzzle that you can found.

Well, I need the box to jump higher.
Well, I need the box to jump higher.

Player will not also find many type of puzzle, there are also quest that is affected by circumstances of the world. This quest includes a race with nippytron, capturing pet called gnallo and many more. Try out the public preview in order to find more type of this gameplay.

Let the race begin!!!

There are more type of puzzle in Ascender but mainly it is the variation or combination of puzzle that I just mentioned above. I guess that is all from me right now, see you in another discussion.


Best Regards,



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