A puzzle-design lab where letters, words,
geolocation, and stories combine to invent new
puzzle mechanics. Each card below is a playable prototype.
Letters & wordsGeolocationStories
Today's game · File No. 06
Tesselle
A word mosaic with a hidden theme
Twenty letter fragments spell five keyword answers: two or three of them, filled out with bonus words, build a sentence one find at a time — and all five also share a hidden theme, revealed only once every keyword is found, the way the original Quartiles works.
Each row of a grid carries a fixed ring of four letters — the right one and
three decoys — that the player rotates until it lines up with a shared target
column, like dialing in a combination cryptex.
A biographical sentence loses its spaces and gets jammed with five intruder
letters. The player clears the signal letter by letter, then tries to guess
which historical figure was hiding in the decoded message.
The description of a Canadian city — never named — loses seven fragments; its
name loses three more. The player drags ten fragments, sorted alphabetically,
back into place to restore the text, then discovers which city it was
describing all along.
The same grid as Verticode, but fractured into connected tetromino-style
letter blocks, scattered across a workbench. The player drags them back one by
one to reconstruct a sentence drawn from a bank of treasure-hunt riddles.
A sentence is laid into a four-row grid. Each column shuffles its own letters
vertically: the player re-sorts them, column by column, until the sentence
reappears.
A classic 15-tile sliding puzzle, dressed up as a cartographer's dossier: the
default image is a map to piece back together, but any photo can be dropped in.
The studio's generic template, ready to carry any visual clue.
A word's letters, mixed in with decoys, are scattered around the edge of the
page; each one trails a tangled wire toward the center. The player follows the
wires by eye to sort the real letters from the rejects.