[HN Gopher] Show HN: Truncate, a word-based strategy game
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       Show HN: Truncate, a word-based strategy game
        
       Truncate is a chess flavoured word game that blends spatial
       reasoning and wordplay. In puzzle mode, you beat back your NPC
       opponent's words and take over their territory.  Truncate started
       as a pen and paper game between a friend and I, evolved into a
       handmade board game, and finally arrived at an online puzzle game.
       Like any good word game, there is of course a daily mode, shareable
       with the tried and true grid of emojis  We've been playtesting it
       with friends and family for a few months, which has helped iron out
       the tutorials and gameplay, and we're finally happy with an MVP
       worth sharing!  Technical deets: The client and server are written
       in Rust, with the visuals built using egui (as an experiment in
       Rust's GUI ecosystem).  We'd love any feedback!
        
       Author : liambigelow
       Score  : 133 points
       Date   : 2024-03-31 09:58 UTC (13 hours ago)
        
 (HTM) web link (truncate.town)
 (TXT) w3m dump (truncate.town)
        
       | liambigelow wrote:
       | Forgot to mention -- it's fully open source at
       | https://github.com/TruncateGame/Truncate for anyone who likes
       | poking their digital nose around :)
        
         | pcthrowaway wrote:
         | Can you include text instructions of how to play the game
         | instead of only having an interactive tutorial? I find the slow
         | scroll speed and interactive nature doesn't work as well for me
         | as being able to scan a document.
         | 
         | If I forget a specific point it's frustrating to have to go
         | through the whole tutorial again.
        
         | mdaniel wrote:
         | Congratulations on the game, and thanks for choosing to share
         | the source!
         | 
         | It would help if it had a license file in the repo in order to
         | express what rights you grant to others
        
           | liambigelow wrote:
           | Oh good note thanks, my mistake. It should be MIT, I'll add
           | the license today.
        
       | gus_massa wrote:
       | Nitpicking: in the "learn to play" tutorial, in the step to add
       | an e in _nough and _ex versus four, the blue tiles are
       | disconected that is an invalid position. Perhaps you can add a
       | tile somewhere in the middle to conect them.
        
         | liambigelow wrote:
         | aha they totally are, that's more than a nitpick! Will fix,
         | thanks for pointing that out.
        
       | akirathedev wrote:
       | Congrats on the MVP launch! Love the game, it's awesome!
        
       | captn3m0 wrote:
       | This breaks in lockdown mode on iOS.
        
         | liambigelow wrote:
         | Darn. I do believe lockdown mode fully disables WebAssembly, so
         | that makes sense. I don't think there are any significant
         | roadblocks to packaging the game as a native app, so that might
         | be a good push to do so.
        
       | FrancoisBosun wrote:
       | I enjoyed my game. I had some difficulty playing due to the board
       | not being very wide: many nooks and crannies. In the dictionary,
       | search for << ti >> and notice the invalid character in <<
       | solfage >>. Congrats!
        
         | liambigelow wrote:
         | Thank you! Yes, for the puzzles we would up having to constrain
         | the board to a size that wasn't too egregious when sharing
         | emojis... The classic single player has a bit more room to
         | breathe :)
         | 
         | (Thanks for pointing out the font -- I do have an issue for
         | that (https://github.com/TruncateGame/Truncate/issues/111) so
         | it's nice to get validation on its importance)
        
       | dwighttk wrote:
       | It isn't really my kinda game but it looks like it could be
       | really good
        
       | yakkomajuri wrote:
       | This is super cool. My main feedback at this point is about the
       | dictionary. I'd have it be open on the side so I can see the
       | board and use it at the same time. Or, as a half-step, have a
       | shortcut to open it and have ESC close it. Although personally
       | I'd prefer the former.
       | 
       | But congrats on this, it's awesome!
        
         | card_zero wrote:
         | Maybe putting down a tile should open the dictionary and look
         | up the words formed, instead of the player having to type them
         | in, and then there should be buttons for "make this move" and
         | "make a different move instead".
        
           | yakkomajuri wrote:
           | I think this might take away a bit from the "strategy" of the
           | game. Or not so much strategy but the mental fog that plays a
           | role in blunders and the like - the same as how it's harder
           | to get a grasp on your opponent's words at a glance because
           | they're flipped. Just my 2c
        
             | card_zero wrote:
             | You think it might make life too easy? But it's similar in
             | some Sid Meier games where you can see the outcome of a
             | battle (or the odds) before committing. Besides which, the
             | dictionary is patchy and unpredictable, so I use it on most
             | moves anyway, to strategize around its arbitrary subset of
             | English.
        
               | liambigelow wrote:
               | Good notes on both fronts, so thanks!
               | 
               | We have been on the fence about this (and still are!).
               | One option is to add this kind of UI in a "tutor" mode
               | that starts on, and can be opt-out at some point. Not
               | sold on it yet, but mulling it over.
        
               | sanderjd wrote:
               | You're probably reading this whole thread, but in case
               | you didn't see an idea I had elsewhere: I like the "tutor
               | mode" idea, and think it would be nice for it to
               | highlight all the currently-valid words (maybe toggle-
               | able).
        
         | liambigelow wrote:
         | Thanks! Great notes
        
         | nathancahill wrote:
         | Definitely a shortcut to open it, with focus on the search
         | field and escape to close it. Ideally above or below the board
         | so it doesn't block the screen.
        
           | yakkomajuri wrote:
           | Ah yeah sorry I wrote "be open" but I meant "open" as in it
           | isn't constantly open but opens without hiding the board
        
       | card_zero wrote:
       | The dictionary isn't very good.
       | 
       | * Doesn't include useful but rare short words, such as _el_
       | 
       | * Does include obscure or slang words such as _stere_ and _jones_
       | 
       | * But doesn't include their conjugations. I lost due to making
       | _steres_ without checking to see if the game knows the plural (it
       | doesn 't).
        
         | liambigelow wrote:
         | Thanks for the examples, I'll note them. We did intentionally
         | scale back from the classic wordgame dictionaries (looking at
         | you, Scrabble) due to an overabundance of archaic words that
         | the NPC can play against you -- but it does push us into the
         | unfortunate role of dictionary moderators!
         | 
         | I'd like to add a button to the dictionary to report words that
         | should be included. For now, we erred on the side of a smaller
         | dictionary since it's less jarring to add words than remove
         | them :)
         | 
         | (stere / steres is especially regrettable, sorry!)
        
           | card_zero wrote:
           | _El_ is just the name of L, yet it 's cheaty due to how
           | little use it gets.
           | 
           | Obtaining a good word list is hard, I have one saved which is
           | a merging and editing of several freely available ones,
           | including one used in Scrabble competitions and one from some
           | Linux distro, and a few "basic word lists". There will be
           | _endless_ errors like missing plurals and past tenses, as
           | well as the inclusion of things like acronyms that shouldn 't
           | be in there at all. And if you prune obscure words but allow
           | the submission of missing words, I guess you'd better keep
           | the list of pruned words around so you can head people off at
           | the pass by pre-filtering their submissions.
        
             | liambigelow wrote:
             | Our current base list is the intersection of Wordnik's
             | games wordlist and the SCOWL spellchecker -- words in both
             | are a definite yes, and SCOWL's capitalization helps us
             | filter out acronyms and proper nouns.
             | 
             | We have done some manual massaging beyond that, but not
             | much. Waiting for more feedback like this! You can see the
             | current tranches of dictionary massaging here: https://gith
             | ub.com/TruncateGame/Truncate/tree/main/dict_buil...
        
               | sanderjd wrote:
               | This seems to cry out for a separate project to try to
               | standardize a "wordlist for word puzzle games that
               | doesn't mostly cater to scrabble pedants" :)
               | 
               | One thing that might help would be for the winning word,
               | and all the other words involved, to be shown somewhere
               | upon a battle's resolution, along with their definition
               | (or lack thereof).
        
               | card_zero wrote:
               | That exists, it's under the [i] button at the top right.
               | 
               | Incidentally, some buttons don't work for me. This [i]
               | button won't toggle back to off, and the buttons in the
               | "edit board" function mostly don't work - including "stop
               | editing board".
        
       | xpe wrote:
       | Rule question: In the tutorial, on the "Combatants" screen:
       | 
       | > Only words touching another player's words are involved in a
       | battle. This means you can win battles even though your board
       | contains invalid words.
       | 
       | > Try playing playing "TO" against your opponent's "FT".
       | 
       | > Even though your board is mostly valid, the only words involved
       | in the battle were "TO" and "FT", so you won and "FT" was removed
       | from the board.
       | 
       | This doesn't make sense to me. It seems to me that "TO" should
       | only battle the opponent's "F" because the opponent has "TOUR"
       | adjacent to "F".
       | 
       | If my interpretation was right, only "F" should have been
       | removed.
        
         | liambigelow wrote:
         | In battles, weak words compromise all of their letters. "TOUR"
         | would be safe, but the "FT" ruins the "T" by making it part of
         | an invalid word -- and an invalid word that loses is removed in
         | its entirety.
         | 
         | Thanks for pointing it out! It's something we have had come up
         | before, and the sort of thing we keep iterating the tutorial
         | toward explaining better, so we'll take another crack at it!
        
           | xpe wrote:
           | Thanks for your reply. In your meaning, a 'word' is just a
           | contiguous string of letters in one direction... So in this
           | way a 'word' can be invalid or valid.
           | 
           | But (pedantic note) it is a little more specific than that.
           | It includes ALL letters until the edge of the board or space
           | on the board. Right?
           | 
           | Do most people consider an invalid word to be a kind of word?
           | I don't think I do, and I think this was the source of my
           | confusion. But I'm not a word-game person per se nor Scrabble
           | expert... this might be obvious to other people.
        
             | liambigelow wrote:
             | Interesting! This might be our Scrabble bias showing
             | through. Yes, when we say "word" I suppose we're meaning
             | "something that a player has claimed to be a word" by
             | placing contiguous tiles. I'll look at somewhere to clarify
             | language in the tutorial.
        
               | sanderjd wrote:
               | Very interesting thread! As computer people, I suspect
               | "string" would make sense to encompass both "sequence of
               | letters" and (valid) "word". But that wouldn't work for
               | most people. Maybe just "sequence"... Or maybe just stick
               | with "word" but add this caveat to the tutorial, like you
               | were thinking :)
        
       | Kwpolska wrote:
       | I went through the tutorial and it feels like a complicated game.
       | The battle rules feel very complex and hard to remember.
        
         | xpe wrote:
         | I'm just a new player: yeah, I get that. I personally like the
         | rule set, but it would be nice if they could be neatly
         | summarized.
         | 
         | Something around this might be a starting point to summarize
         | the battle rules: to win, a player's attacking letter requires
         | two things. (1) All of the attacker's touching words to be
         | valid; (2) At least one attacking word to be 2 letters longer
         | than one of the defender's valid words. (But I don't this is
         | all of it. It probably needs revision.)
         | 
         | Aside: I'm not sure what the _minimum_ level of complexity for
         | the rules _could_ be. I get the impression these rules were
         | chosen to make the game more interesting. Having known some
         | game-creators, it is common for game rules to be play tested.
         | But there is always the question of "play tested for what
         | audience?"
         | 
         | P.S. I like the game so far. A lot. I see a lot of potential in
         | it, but yeah, it is significantly more complex than Scrabble.
        
           | sanderjd wrote:
           | Yep, I suspect the "win by _2_ letters " thing is a play-
           | tested thing. Simpler would just be "the attacker needs one
           | more letter". But I suspect +2 results in a more fun game, at
           | the cost of being slightly harder to learn the game and
           | reason out the results of each battle.
           | 
           | Aside: For instance, +1 is the defender's advantage in Risk,
           | and I always loved the mechanics added by the Lord of the
           | Rings version (and maybe other versions) where you could
           | modify that advantage to anything from +0 (with a "leader" in
           | the attacking army), to +3 (with a leader in a defending army
           | on a tile with a "stronghold"). This is a bit different
           | because it isn't dice rolls, but a similar idea.
        
         | mbrain wrote:
         | I gave up in the middle of the tutorial.
        
         | sanderjd wrote:
         | Agreed, but in a _good_ way. Some games are brilliant via
         | simplicity, others are brilliant via more complex but elegantly
         | interlocking rules.
        
       | xpe wrote:
       | Warning: if you don't know Scrabble words you will be utterly
       | destroyed. For example "REC" is valid: "An abbreviation for
       | recreation". What the f-? HAHA
        
         | card_zero wrote:
         | The npc just won a battle with the word _st,_ defined as
         | "expressing a sudden desire for silence".
         | 
         | Hmm, that's apparently sourced from Wiktionary. Wiktionary is
         | great, but has a very broad concept of "word".
        
           | liambigelow wrote:
           | We source the definitions from Wiktionary, but have a much
           | higher bar for words to count as valid in the game. ST comes
           | up often, as I agree it's one of the iffier words, but even
           | Cambridge claims to to be so:
           | https://dictionary.cambridge.org/dictionary/english/st
        
             | card_zero wrote:
             | That page only defines it as an abbreviation (for _saint,
             | short ton, street,_ or _stone_ ).
        
               | liambigelow wrote:
               | Ah, 2am reading comprehension on my part. Yes, if we ever
               | remove rather than add to the dictionary in the future I
               | might look to axe it.
        
       | wigster wrote:
       | i beat AN with FEN to win - i was expecting to lose due to
       | defender +2 bonus.
        
         | liambigelow wrote:
         | Oh! Yes, this is an interesting case. Towns actually slot into
         | the battle as one-letter words, so this case FEN is long
         | enough. It doesn't come up much, but it might deserve
         | elaboration in an "advanced" tutorial since it's unexpected.
        
           | sanderjd wrote:
           | Or have you considered not having towns work that way? Seems
           | like a confusing caveat to me, unless there is a good reason
           | for it.
        
       | octopusRex wrote:
       | Kudos for creating the game. Reading upside down is difficult. In
       | Scrabble you could turn the board around to face you when it was
       | your turn.
       | 
       | Why did my opponent place qxa to begin with?
       | 
       | I tried to get through the tutorial , but could not. Maybe
       | simplify the rules or simplify the game before I'd play, but
       | others may enjoy.
       | 
       | I do play wordle and other NYTimes word games , and scrabble, so
       | I'm not averse to those types of games.
       | 
       | Maybe I should have had a cup of coffee first. I will try again
       | later.
       | 
       | But still hats off for creating it. Congratulations.
        
         | sanderjd wrote:
         | Counterpoint: I found the tutorial great for teaching a game
         | that is not super simple, in a _good_ way. I think it would be
         | a mistake to simplify the rules in order to simplify the
         | learning process. I think the rules are elegant, just not
         | straightforward, as is the case for many excellent games.
         | 
         | Agreed on the reading-upside-down thing, though I think it's
         | still the right choice. But I suspect it's something anyone
         | playing the game regularly would become adept at very quickly.
         | Maybe just add a quick "rotate board" button / hotkey to use
         | when evaluating the opponent's position.
         | 
         | I think my one minor criticism is the "touching the opponent's
         | town" thing. I find that it's not a particularly fun goal. Many
         | such things go with a "war" analogy to add some interest, like
         | an army destroying the opponent's fortress or whatever. If
         | you'd prefer to avoid that (though the "attacking" and
         | "defending" language is already in the game), it could be like
         | you're building a path for a rabbit to get a carrot, or maybe
         | it's water and you're building a bridge to the other side.
         | 
         | Or the win state could instead be to eliminate all the
         | opponent's letters. As-is, that would eliminate the fun
         | "racing" mechanic, which would be unfortunate. But perhaps
         | (going back to the bridge idea), the "town" squares could be
         | like bridge supports, and reaching one would knock out anything
         | it is "holding up". So you could still race to knock out the
         | critical "root" support, which would usually win in nearly the
         | same way as currently (but maybe with a few more cleanup
         | moves).
         | 
         | Love the game! Hope the ideas are interesting rather than
         | annoying :)
         | 
         | Edit to add: Oh! One thing I actually missed in the tutorial
         | (but figured out in the example game) is that words must be
         | valid top-to-bottom or left-to-right. I was confused by the
         | outcome of some battles in my initial games, due to building
         | "valid" words bottom-to-top only to see them defeated by
         | shorter ones. Relatedly, maybe in the "easy" modes, valid words
         | could be highlighted? Then I would have known that when I built
         | "yria" from top-to-bottom, it was not actually the valid word
         | "airy" read from bottom-to-top.
        
           | liambigelow wrote:
           | Amazing! Thanks for the detailed thoughts.
           | 
           | Yes, we once posited that you were trying to deliver soup to
           | the other town haha. The current language is really in lieu
           | of figuring out what the best lore for the game is, and these
           | are great suggestions we can mull over :)
        
             | sanderjd wrote:
             | Yes, perfect! The same (/ similar) mechanics, but with
             | improved "lore" sounds great. The lore could even change
             | puzzle to puzzle; _now_ those pesky townspeople want salad
             | instead of soup! :)
        
         | liambigelow wrote:
         | Thanks! And thanks for the great feedback -- the tutorial is
         | indeed long, but that just means more (fun) iteration to go!
         | 
         | > Why did my opponent place qxa to begin with?
         | 
         | Much like us, the NPC can be plagued with a simply terrible
         | hand ;)
         | 
         | Again, appreciate the notes!
        
       | gmargari wrote:
       | Really nice game, congrats! Just a small note: I just tried and
       | swapped two identical letters, effectively yielding my turn. Not
       | sure if this allowed by design.
        
         | liambigelow wrote:
         | Good point, I think we discussed this in the past and it
         | shouldn't be -- which we promptly forgot! Will amend. (and
         | thanks!)
        
           | sanderjd wrote:
           | I hadn't thought of doing this! But yeah, I agree with what
           | you concluded previously - passing turn is too powerful, I
           | think.
        
       | jsnell wrote:
       | Congrats on both launching and on the unique game design.
       | 
       | This desperately needs a attack result preview, or if that's too
       | hard at least a "you're starting an attack you'll lose" warning
       | of some kind. The combat resolution rules are unintuitive, and I
       | keep sometimes incorrectly predicting the results, and sometimes
       | even not understanding why I lost despite the information in the
       | battle pane. Losing an attack is so crippling that you might as
       | well resign.
       | 
       | It doesn't help that the only place to find the rules is
       | scattered about in a tedious tutorial. The tutorial itself can't
       | be fixed; it's the nature of tutorials to suck. But it'd be great
       | to have a help page with the rules accessible somewhere. The
       | rules aren't long, so it doesn't seem incompatible with the
       | aesthetics of the game.
        
         | liambigelow wrote:
         | Thanks! I can't say I disagree -- we hoped to structure the
         | tutorial as a sequence of rules, but the explanations tend to
         | grow. A concise reference would indeed be good.
         | 
         | > This desperately needs a attack result preview
         | 
         | Not too hard, just waiting for all the feedback to roll in
         | before deciding either way. If we stay sitting on the fence, it
         | might make its way in as a "tutor" mode :)
        
           | sanderjd wrote:
           | Personally, I disagree on adding this, outside a "tutor"
           | mode. Figuring out if I'm blundering (and requiring my
           | opponent to do the same) is a big part of the fun. Without
           | that potential for mistake, I think it would be like chess
           | masters playing themselves to a draw in every game.
        
             | jsnell wrote:
             | I don't think that's a good analogy. In chess, there's no
             | question of how a move will resolve. You might not be able
             | to predict the future consequences of the move, but every
             | single player will always know without error what the board
             | state will be after the move.
             | 
             | That's not the case here; any time you attack, there are
             | two possible end states for the board. It's often not
             | immediately obvious which of the two you'll end up in, but
             | the outcome is deterministic and the process to determine
             | the outcome is mechanical. The optimal way to play the game
             | is to just manually do all these mechanical dictionary
             | lookups and rule checks. That's tedious, not fun.
             | 
             | Having a battle preview (and word highlighting as suggested
             | elsewhere) wouldn't actually remove any of the actual skill
             | involved in memorizing a word list, reading upside down, or
             | being able to visualize the outcomes. Having that knowledge
             | is a prerequisite for building a good board. All that these
             | better visualizations achieve is allow people to build that
             | knowledge and those skills organically while playing the
             | game.
             | 
             | And "playing the game" is a key part there. In the current
             | state the game is so unergonomic that I predict 99.9% of
             | the players bounce before winning a single game on the
             | easiest difficulty, and never return. Chess can afford to
             | be harsh and unforgiving because it's got hundreds of years
             | of momentum behind it, and a history of being played on a
             | board without any digital quality of life features. New
             | games don't have that benefit.
             | 
             | It's probably more instructive to look at other word games.
             | What happens in Scrabble if you use an invalid word? You
             | forfeit a turn. Worldle? Nothing. In this game you'll lose
             | a dozen rounds worth of board development.
        
               | jsnell wrote:
               | Some more feedback after trying to play the game again in
               | a mode where I'd at least be certain of the outcome of my
               | own moves:
               | 
               | - Opening the dictionary lookup requires two clicks, and
               | then a third to focus the text entry. It needs a hotkey,
               | and must focus the text entry no matter how it was
               | opened.
               | 
               | - I'd expect to be able to dismiss the dictionary lookup
               | page with Esc, but it requires yet one click.
               | 
               | - The dictionary lookup covers up parts of the board, and
               | makes the visible parts hard to read. This makes looking
               | up multiple words in one go pretty inconvenient.
        
               | liambigelow wrote:
               | Thanks for the great notes!
               | 
               | Agree on all front re: the dictionary ergonomics. We'll
               | look at smoothing that out (mobile is currently the
               | blocker there, but everything is solvable :)
               | 
               | Re: visualizations, you make great points. Definitely
               | something for us to mull over, and I do think some amount
               | of this will make it into the game (at least behind an
               | option, which defaults to on).
               | 
               | Thanks again!
        
           | someone7x wrote:
           | To chime in further, the battle log would be more legible if
           | it listed the rules that applied.
           | 
           | Eg:
           | 
           | Defender bonus = 2
           | 
           | Shortest word = 2 (*in*, top, sugar)
           | 
           | Attacker word = 5 (*twine*)
           | 
           | Attacker wins (5-4=1)
           | 
           | At least for me I'm always getting ganked and trying to
           | decipher the battle log to see why it didn't do what I
           | expected.
           | 
           | That being said, thanks it is fun.
        
             | liambigelow wrote:
             | Nice! We've had this on the list for a while so this is
             | great validation for building it :)
        
           | dr_kiszonka wrote:
           | The game looks great!
           | 
           | One way to fix the tutorial is to make it more interactive
           | than just asking players to place a specific tile in a
           | specific place. Once you explain the most fundamental rules,
           | introduce subsequent ones in the form of mini games where
           | players decide what tiles to put and where, and can lose.
           | Have a look at the Queen's Gambit game about chess. It is
           | free if you have a Netflix subscription.
           | 
           | One feature that I would request is to let me organize my
           | tiles. Just my 2 cents.
        
             | liambigelow wrote:
             | Good ideas, will check out the queens gambit game :)
        
       | newzisforsukas wrote:
       | It was more frustrating than fun for me
        
       | zuminator wrote:
       | I'd like some indication that a word was invalid, say, if the
       | tiles comprising that word were faded, so I wouldn't have to keep
       | looking words up before every other move. Either that, or have a
       | top level button for the dictionary, and when it opens list all
       | the valid words currently in play so you can see at a glance if
       | your opponent's word will be hazardous.
       | 
       | I also agree with the other comment that said knowing the outcome
       | of your potential move would be helpful. Maybe even a training
       | mode where every time you're about to self-own, the game displays
       | a question mark and gives you a chance to retract the move.
       | 
       | The only other thing is, and I don't know how much it would
       | impact gameplay, but having two-letter words count as valid seems
       | like a cheat somehow because of all the sketchy ones like "oi"
       | and "er." I wish the game could be configured to only accept 3+
       | letter words.
       | 
       | Overall, gameplay was interesting, but as it stands, not
       | addictive.
        
       | gcanyon wrote:
       | Congrats, this looks awesome and I appreciate the thought and
       | effort that go into defining a working game. That said, some
       | comments:
       | 
       | 1. Maybe (definitely maybe, not sure about this) highlight valid
       | and invalid words on the board. It depends on the emphasis. The
       | (scrabble?) dictionary is large and capricious.
       | 
       | 2. The rules for battles seem counterintuitive: if you have an
       | invalid word and a winning word, the invalid word loses, but if
       | you have a losing word and a winning word, the winning word wins?
       | And if your opponent has a winning word and a losing or invalid
       | word, their losing/invalid word goes away, but their winning word
       | stays (except any letters touching your placed tile) while if you
       | have an invalid word and a winning word, your whole winning word
       | goes away?
       | 
       | 3. What happens in a battle between two invalid words?
       | 
       | Again, congrats, and especially on doing this in rust, it must be
       | super-performant :-)
        
       | jbmny wrote:
       | The rules took a while to get used to, but after a couple games I
       | was hooked! You start to get a feel for what works and what
       | doesn't, and it's not quite the same as Scrabble and similar
       | games. Unique and challenging -- great work!
        
       | pimlottc wrote:
       | UI feedback: There needs to be more animation to make the
       | transition between game states more clear.
       | 
       | For example, when you draw a new tile, it could slide in, or
       | glow/sparkle, helping draw your attention to it. When it just
       | appears, it's not immediately clear which tile just changed.
       | 
       | Battles in particular would benefit from animation, highlighting
       | which words are valid/invalid, which particular words are the
       | "strongest" words on each side, and which tiles are truncated in
       | the aftermath.
       | 
       | These animations don't need to be long or elaborate, and advanced
       | players may even want to toggle them off, but they will be very
       | helpful for newer players.
        
       | pimlottc wrote:
       | Gameplay feedback: it feels like you have to win (or lose)
       | quickly, else the middle board gets cramped and it bogs down to a
       | long slog. Sometimes I dropped junk in protected areas of the
       | game just to wait for my opponent to be forced to touch my "front
       | line".
       | 
       | I also desperately wanted to be able to exchange tiles. Getting a
       | rack full of vowels is frustrating, you just have to waste turns
       | playing them out knowing they will weaken your board and get
       | destroyed.
        
         | nathancahill wrote:
         | Played for a while and agree with the feedback. Too many
         | vowels, I'm trying to understand why that is compared to
         | Scrabble. I think because the words are formed incrementally vs
         | Scrabble where all tiles are placed at once.
        
         | jameshart wrote:
         | Everyone's take on a game is going to be subjective, but just
         | to counter some of this feedback... For me, these aren't
         | gameplay weaknesses - they're a summary of what makes eking out
         | a win satisfying.
         | 
         | > it feels like you have to win (or lose) quickly, else the
         | middle board gets cramped and it bogs down to a long slog.
         | 
         | Why is that a bad thing? If games always resulted in a quick
         | win for whoever gets the lucky start/letter draw, where would
         | be the fun? Restricted territory in the middle of the board is
         | what the players have to overcome.
         | 
         | > Sometimes I dropped junk in protected areas of the game just
         | to wait for my opponent to be forced to touch my "front line".
         | 
         | That sounds like a sound strategy. It forces you to spend a
         | resource (protected space; potentially useful tiles) in order
         | to take advantage of the defensive advantage, with the
         | potential payoff that it can turn the tide of the game. It also
         | helps build up a reservoir of usable swappable tiles... but
         | using swaps well is also tricky, so it's not pure advantage.
         | 
         | Playing these waiting game phases effectively, for me, _added_
         | to the sense of satisfaction in pulling off a win.
         | 
         | > I also desperately wanted to be able to exchange tiles.
         | Getting a rack full of vowels is frustrating, you just have to
         | waste turns playing them out knowing they will weaken your
         | board and get destroyed.
         | 
         | You're not wasting turns, you're getting rid of vowels in order
         | to get to draw new letters. Finding ways to make the sacrifices
         | without weakening your position requires smart play. Again,
         | getting past these obstacles makes for a fun challenge.
        
       | throwaway35777 wrote:
       | Really neat. Would be awesome to have online matchmaking. Would
       | be interesting to play against another random human.
       | 
       | I enjoy the gameplay, the mechanic of building up big words to
       | eat through the opponents structure is really cool! I'm a big
       | addict of wordle and quina as well. Word games in general still
       | feel unexplored, I always expect them not to be fun and then get
       | sucked in.
        
       | navane wrote:
       | Somehow my opponents nonsense words kept beating my nonsense
       | words. Even though they were within 1 length of each other. Can I
       | see a rule summary? I did the tutorial but I don't want to do
       | that again.
        
       | mgkimsal wrote:
       | No idea how to actually play. "You can only place tiles touching
       | your dock or your existing tiles". When you first play, there's
       | no other tiles to touch. Trying to place a tile next to 'my'
       | dock... shows that error message. There's only one or two places
       | to drop a tile, and it's preventing that. :/
       | 
       | EDIT:.... hrm... so the tutorial always shows 'me' at the
       | bottom'. Apparently, I'm at the top, and my 'dock' is at the top.
       | That's a confusing way to start something. Relying on 'color' of
       | tiles alone is just.. this was aggravating.
        
       | wdumaresq wrote:
       | It's an interesting game, I think. So far I haven't quite reached
       | the point of satisfying gameplay as I keep getting caught in
       | traps like forgetting that words need to go down, not up (even
       | though I play Scrabble!). I'll try it a few more times.
       | 
       | I also created a word-based strategy game (Crossword Island
       | Hopper) with the concepts of capturing territory and battling
       | your opponent. It has these differences: 1) Each turn is one
       | word, and turns are played simultaneously by all players. 2) In a
       | battle the newest word can either be destroyed or letters can be
       | converted to your own. 3) Default mode is to win by points but
       | there are also modes where you need to connect your words from
       | point to point to win, like this game.
       | 
       | You can try it here: http://crosswordislandhopper.com/cih
        
       | jameshart wrote:
       | Really enjoyable. Disagree with some of the comments here about
       | wanting to be warned if you're about to lose a battle - losing
       | battles can be strategically advantageous to dispose of unwanted
       | letters and free up board space. It's possible to fight back from
       | near defeat - even a total wipeout - and long back-and-forth
       | fights across the board can happen. I definitely don't want to be
       | prevented from sacrificing.
       | 
       | Maybe a mode where you can see a preview of how a move will play
       | out before you commit the move would help.
       | 
       | I do agree with some of the other comments that the letter
       | probabilities seem a little unbalanced, but that could just be
       | the tendency to remember runs of bad luck in the letter draw.
       | 
       | In terms of dictionary feedback: I'd love to see at a glance on
       | the board which words are 'real words' and which are not. Some
       | sort of visual highlighting of the letters that are in a word
       | would be great.
       | 
       | Having the dictionary _always_ available would be great, rather
       | than having to click twice to get into it, then click again to
       | focus the lookup field.
       | 
       | The AI never seems to use swaps. Is that deliberate?
        
       | quuxplusone wrote:
       | Clicking "Resign" brings up a dialog that asks: "Play again? /
       | Resign / Continue playing". Now, obviously the answer to "Play
       | again?" is yes -- I don't want to stop playing entirely, I want
       | to "Continue playing". But that's the wrong answer and dumps me
       | back into the game I was trying to resign!
       | 
       | The dialog should say either "Really resign? / Resign / No, keep
       | playing" or else "Resign and play again? / Yes / No, keep
       | playing".
       | 
       | I, also, find the game pretty hard: the biggest difficulty is
       | that you can't control the letters that come out, so even if you
       | know a word that you'd like to make, you might have to spend 20
       | turns playing useless letters on the back field while hoping for
       | an "S" or whatever.
        
       | pcthrowaway wrote:
       | OK I'm going to go ahead and say this is an absolutely phenomenal
       | game. Great, original idea. I could see myself playing this with
       | friends, and it could even be a successful board game, though
       | we'd need a legend explaining the different things that can
       | happen when a battle occurs (namely, if one of the attack words
       | is not valid, the attack outright fails regardless of what's
       | defending)
       | 
       | Needs a dictionary also.
       | 
       | For the online version (which is gorgeous) it really needs a
       | multiplayer discovery mode.
       | 
       | I'm in room code PEEP if anyone fancies a game:
       | https://truncate.town/#PEEP
       | 
       | edit: seems like the board editing in multiplayer mode doesn't
       | work
        
         | liambigelow wrote:
         | Amazing, thanks for the feedback!
         | 
         | > edit: seems like the board editing in multiplayer mode
         | doesn't work
         | 
         | oops, will get onto fixing that
        
         | cassepipe wrote:
         | There is a dictionary. Just click on the bottom right arrow and
         | click on the dictionary.
        
       | ralferoo wrote:
       | I enjoyed this and played for a few hours.
       | 
       | The biggest problem for me is the dictionary - it seems very
       | biased towards US English, so for instance I lost one game when
       | my base was defended with "soiree" which apparently isn't in the
       | dictionary, another one when I was defending the middle of the
       | board with "knives" and wanted the s elsewhere, so swapped it for
       | a d to make "knived" and immediately lost the next round because
       | only "knifed" is in your dictionary, even though both are correct
       | in British English. There's a whole load of annoying 2 and 3
       | character words that the computer uses that I've never heard of,
       | but a couple of the more normal ones weren't accepted. A few
       | other people have suggested colouring the words based on whether
       | they're in the dictionary, which may help some of the cases, but
       | doesn't help when you're trying to build up to a word and then
       | discover it's not in your dictionary.
       | 
       | I personally disliked the "weakest link" rule, because there were
       | just so many rules, I'd forgotten this one, and fell afoul of it
       | a couple of times, before I went back and checked the rules
       | again. I can see that maybe I'd like it in the future as when the
       | board is fullish, it forces you to weaken your position, but for
       | the longest time in one game I had a long word across the centre
       | of the board, completely trapping the computer in less than half
       | the grid, but it escaped when I made a 2-letter word off that and
       | he immediately destroyed my entire defence with a 4-letter word.
       | So, it might make the game more fun, but intuitively the longest
       | word should be used for defence.
       | 
       | In the end stages of the game, the computer often played really
       | stupid choices. Instead of playing a dummy letter somewhere out
       | of the way, it often stuck it on the end of a word next to my
       | tiles, forced a battle and then lost because it wasn't a word.
       | Maybe that's a strategy to clear out bad tiles, but a couple of
       | times it completely destroyed its defences by doing that.
       | 
       | On some of the grids, I think it'd be possible to get to the
       | computer's dock and not their town, which I guess should be a win
       | condition as they would then have no valid move. I certainly got
       | it so the computer lost all its tiles, but then didn't want to
       | try that out for fear of messing everything up when I was only 1
       | square away from the town (and the dock was past it).
       | 
       | I'd kind of like an undo button. A couple of times, I misclicked
       | somewhere, and once I'd accidentally clicked on one tile when
       | deciding on a swap, and then decided to do a different swap and
       | it completely trashed my board instead. That and the potential
       | for instant loss of a a good board position and letter choices if
       | you play a word that's not in the dictionary, would make this a
       | useful feature.
       | 
       | The letter distribution might be better if it's weighted like the
       | scrabble letters. One game I had multiple Q, Z, J and V, but not
       | a single N the whole game.
        
         | ralferoo wrote:
         | > I think it'd be possible to get to the computer's dock and
         | not their town, which I guess should be a win condition as they
         | would then have no valid move.
         | 
         | Just confirmed that this condition is correctly detected as a
         | win!
        
       | ralegh wrote:
       | Huge potential, it's annoying in a way that gets me to keep
       | playing but maybe slightly too annoying- I have a couple
       | suggestions that would change the gameplay a lot so feel free to
       | ignore:
       | 
       | Attacks that lose when they are exactly 1 letter longer- if
       | winning by 1 was too powerful, these could draw/stalemate,
       | letting you fortify your position and potentially attack a turn
       | later (giving your opponent a chance to fortify their position).
       | It feels a bit cheap to not be able to spell out a word because
       | the opponent blocks with a shorter word.
       | 
       | I also find myself trying to plan words but never getting the
       | right letters - maybe you could add a view of the next 3/5
       | incoming letters to reduce the rng-ness and allow more planning.
       | 
       | Again, great job, I look forward to see how it progresses!
        
         | liambigelow wrote:
         | Interesting suggestions, and thanks for the kind words!
         | Definitely things to ponder :)
        
       | CmdrKrool wrote:
       | Intriguing and fun. I haven't played it enough to confidently
       | suggest changes to the game mechanics, but I think they're strong
       | enough on their own that any/all added UI comfort would be
       | welcome - like others have been saying, a less clunky dictionary
       | (maybe right-click on a word on the board to look it up?), and
       | maybe a preview of whether your attack is going to succeed or not
       | (maybe just on 'easier' levels, since there is an element of not
       | making a 'simple' miscalculation while you overthink a complex
       | board position, like in Chess. Also, think of a game like Puzzle
       | Bobble / Bust-a-Move where the first few levels give you a line
       | showing you exactly where your bubble is going to land).
        
       | ncallaway wrote:
       | I would _love_ a small visual indicator of which words were valid
       | /invalid on the board. Maybe something as simple as valid words
       | having slightly green letters, and invalid words having slightly
       | red letters. Or a subtle little sparkle effect around letters
       | that are part of a valid word.
       | 
       | Especially when I'm having to read my entire opponent's board
       | upside down, I find parsing which words are valid/invalid to be a
       | time-consuming, mildly frustrating, and not super fun aspect of
       | the game.
       | 
       | Maybe that takes _too_ much of the challenge out, but I don 't
       | find it's a part of the game I feel like I should have to be good
       | at.
       | 
       | Other minor feedback:
       | 
       | - There's no cursor or focus indicator on the search box in the
       | dictionary.
       | 
       | - The dictionary should open auto-focused. If I click "open
       | dictionary" with the mouse, and start typing nothing happens. I
       | have to click on the "search" box before I can type. This is
       | especially annoying given the lack of feedback from the above
       | point on the search box.
        
         | liambigelow wrote:
         | Thanks for the feedback -- it's looking like we'll have to find
         | some solution for showing valid words, based on the comments.
         | 
         | (Also, will fix the dictionary, thanks!)
        
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