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739: How to Build a Great Puzzle Game with Josh Collinsworth

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Triple (or maybe even quadruple?) threat Josh Collinsworth is back on the show to talk about his new game, Tupo. They cover how the puzzles are generated and kept fair, why the usual Sudoku pencil marks don't help, and what Josh's player data shows about hints and checks. They also get into the tech stack, why Josh skipped the app stores, and how daily puzzle games took off after Wordle.

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Guests

Josh Collinsworth

Josh Collinsworth

Web · Social

A frontend developer and graphic designer who works across engineering, design, and messaging.

Time Jump Links

  • 00:00:21 Upgrade from Triple to Quadruple Threat?
  • 00:01:27 What's Josh's current Balatro play method
  • 00:03:11 What is Tupo?
  • 00:06:54 Puzzle design and setting difficulty levels
  • 00:11:17 Where did the idea for Tupo come from?
  • 00:19:20 Puzzles games and PWAs
  • 00:21:38 How did you figure out time to solve?
  • 00:27:27 The problem of being too similair to Sudoku
  • 00:31:02 Does building a game make it less fun to play Tupo?
  • 00:31:49 Sponsor: AI and Design Systems
  • 00:34:18 What's the tech stack behind Tupo?
  • 00:39:04 How do you validate puzzles before they go out?
  • 00:41:06 How do you release and process the success of a game?
  • 00:43:47 Why not take Tupo to the next level?
  • 00:47:38 Hints vs checks by users

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