How it started
Octopuzzle was born as a crazy game idea on a beer mat in a bar located in Groningen, the Netherlands. Octo initially was a knight with a lance, riding a horse.
From an art perspective, the game could only be made from a top view and people / animals don't look that interesting from that perspective so we dived under water and
shifted to a side view for more freedom!
The brainstorm sessions for the smartphone version of Octopuzzle started in October 2011. Gameplay and ingame scenarios were sketched out on paper. When the sketches were ready, three graphic designers began enthusiastically experimenting and fleshing out the designs. Octopuzzle evolved to his current shape. Meanwhile at the programmer’s cave, a gameplay / visual effects programmer and a technical programmer started coding and constructing the game.
One year later (November 2012) the first and shiny beta version of Octopuzzle was ready to be tested! 25 brain-crunching levels were unleased onto the Android and iPhone markets, we wanted to test it globally to get feedback from every corner of the world.
We wanted to achieve the holy grail of game design and make Octopuzzle easy to pick up while being hard to master.
Our goal was to make the game appealing to people from all over the world and of all kinds of ages.
So we asked ourselves; What do all humans have in common..? Well, they have a brain.
While playing and solving Octopuzzle levels you have to use multiple areas in your brain.
These are triggered by the different situations that the game presents to you.
We noticed that players feel really rewarded for coming up with a creative solution for puzzles that conflict with the players first intuitions. Then you really feel proud of yourself! The fun of Octopuzzle thrives on this primal emotion. Sometimes you’ll get stuck in a level and wonder, ‘How on earth could I solve this?!’. Sometimes you decide to quit for now and try again tomorrow. The next time you’ll pick up Octopuzzle it may happen that in a flash, you just see the solution and can proceed to the next challenge! What seemed unmanageable at first became really easy to solve. Which means you unconsciously learned, how cool is that?!
To achieve this level of quality the game had to be tested on lots of different people. We invited groups of all types of people to come over and test it. We closely observed their actions in the game and how they reacted on certain aspects.
A group of game design students also tested Octo on multiple audiences using eye tracking devices. We tested the game on many students and let them fill out a questionnaire in which they wrote their feedback. The testing period lasted for about 3 months. After analyzing and interpreting the test results, we started tweaking the game, A LOT!
Final versionJune 2013; the final version is almost finished. It now contains 2 level worlds with 50 levels and a bonus game. A lot of things have changed since the beta version. We originally wanted to use no texts at all. But noticed that there are visual people and textual people. Now, if you don't move on, a sea star goes nuts with explaining things. The official final release version of Octopuzzle must be in the shops around 20 June 2013!
Octopuzzle became an interactive world where new features can be added. All good and stupid funny ideas that we or others came up with are stored in a list and will be added if there is time to spend.
- Fishteroids; endless shooter with the strangest weapon powerups.
- Stream Dream; move Octo through his dreams by painting streams.