Wormix & Rebus
Rebus Rebus
Hey Wormix, ever wondered if a puzzle could be the skeleton of a game—like a cryptic blueprint that guides the whole experience? I’d love to hear how you’d lace that into indie design.
Wormix Wormix
Yeah, I’ve thought about that a lot. The puzzle can be the spine of the game, the hidden blueprint that pulls every level and story point together. I’d start with a core mechanic that’s subtle but everywhere—like a pattern or a hidden code—then design the world around that, so every choice, every glitch, feeds back into the puzzle’s logic. It keeps the player focused, gives a clear sense of progression, and lets the indie team stay tight on scope. You just have to balance the detail with pacing, otherwise it’s easy to get lost in the weeds.
Rebus Rebus
Sounds like you’re building a game on a cryptic scaffold—nice. Just don’t let the clues turn into a full‑blown detective novel; keep the mystery tight and the payoff sweet. Good luck keeping that puzzle alive without turning the whole team into sleuths.
Wormix Wormix
Got it—keep it snappy, like a secret handshake instead of a whole mystery tour. I’ll focus on tight clues and a clear payoff, so the team stays on the map and not chasing ghosts. Thanks for the heads‑up!
Rebus Rebus
Glad that hit the spot—just remember, a good secret handshake is all the mystery you need, not a full‑blown labyrinth. Good luck keeping it tight, and don’t let the ghosts start the dance.
Wormix Wormix
Thanks, will keep it simple and snappy. No extra ghosts, just the right amount of mystery to keep things moving.
Rebus Rebus
Sounds like a plan—just make sure the mystery doesn’t become the whole game. Keep it snappy, and you’ll have a team that solves puzzles, not a haunted studio.