Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

I'm a huge fan of this and played for enough to understand the rotating in a triangular pattern to swap parity but not enough yet to solve puzzles without the picture of the final configuration :p

Is there a reference you used to design these knots, since I don't think Celtic knots are typically hexagonal?

One suggestion for making the game a bit easier to read is having slightly different gradients or colors on pieces of different types, so it's easier to see at a glance which two pieces are the same. I noticed though that there are pieces with the same edge types but different internal knotting (e.g. the straight Y piece and the knotted Y piece). Do those end up actually creating different knots in practice?

Glad you enjoyed it! Three points turn is one of the core mechanics:) It takes time to develop some sort of vision that allows to play without hints, so you're doing good! 

There's no particular reference, I just love hexagons and tried to adapt celtic patterns to hex grid. 

There are several variations for the same edge/connection type, it makes the whole pattern to feel more or less dense and tangled. It's playing with perception and changes visual complexity without changing actual complexity. 

What do you mean about different gradients? Like every connectivity variation to have its own color? So you know how many sides are connected from color?

Yeah, I was thinking each type of connectivity would have its own color so that you can tell at a glance that they're different from a puzzle perspective. Not sure if that would actually look nice in-game but I think it would help with learning to solve the puzzles!

Yes, it could look like a patchwork and be annoying for experienced players. Probably it could be used as some sort of highlighting in tutorial at the beginning. Thanks for your input!