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page.summary
page.figure

How to play

The screen displays only one clue. Your goal is to type this clue exactly as shown. However, your keyboard is behaving cryptically... All puzzles can be solved with logic, experimentation and creative thinking, sometimes aided by pencil and paper. Solving a puzzle usually requires two steps: discovering which rules are in place, then using these rules to write the clue. Rules don't change nor ever rely on timing, so relax and take your time! After beating certain puzzles, some people will enjoy replaying them, trying to write even harder clues or simply push the rules to their limits, perhaps even using the interface as a learning device. All levels were designed with this possibility in mind. If at any point you feel overwhelmed by too many possibilities or like brute-forcing your way, that is a telltale sign you may be missing critical information! The [#pictograms] below may steer you back to the right path again.

At a glance

images/puzzle-type/puzzle-type-explainer-1.png images/puzzle-type/puzzle-type-explainer-2.png images/puzzle-type/puzzle-type-explainer-3.png images/puzzle-type/puzzle-type-explainer-4.png

Controls

${controls={ feedback:"Ctrl E", fullscreen:"Ctrl F", hint:"Ctrl H", level:"Ctrl L", music:"Ctrl M" }, ThreadKeysValues(controls,(k,v)=>Config("default.key."+k,v)),"" }

Typing on a keyboard

Type any of the 26 letters of the latin alphabet. Some levels may forbid certain characters, or allow spaces, digits and/or arrows.

Typing on-screen

To open the translucent **on-screen keyboard** simply [[tap]] the input area or [[keyboard]]. To close it, press [[keyboard]] again or [[close]]. **Tip:** [[hold]] on any key for a burst.

Undo

To undo an action, press either [[backspace]], [[delete]], [[ctrl z]] or [[undo]]. You may also [[swipe-left]] on the input area.

Redo

To redo an undone action, press either [[shift backspace]], [[shift delete]], [[ctrl y]] or [[redo]]. You may also [[swipe-right]] on the input area.

Restart

To restart a level, press either [[ctrl backspace]], [[ctrl delete]], [[ctrl r]] or [[restart]].

Quit to title screen

To quit a level, and return to the title screen, press [[esc]].

Graphical conventions

Lighter tone characters

Temporary characters, sometimes coloured in a lighter tone, may be transformed when certain conditions be (or fail to be) met.

Arrows

The arrows :left: and :right: indicate you may press the arrows [[left]] and [[right]].

Level difficulty: :asterisk-heavy:

${Hyper("Difficulty")}

Pictograms

- :music: The musical note symbol will appear in any level where turning on sound will be hintful. - :magnifying-glass: The magnifying glass symbol means it is probably a good idea to use a search engine, unless you happen to be an expert on the level topic! - :eye: The eye symbol means the level requires visual/spatial thinking. Sometimes it may be a good idea to draw a diagram or a map. - :alphaomega: The languages symbol means the level requires some knowledge of a particular language (English included). Online dictionaries, translation and word-search tools may be useful. - :math: The mathematical symbol suggests it may be advantageous to imagine numbers. - :structure: The architectural symbol hints that the level may need careful planning before building a solution brick by brick.

Level navigation

Skipping a level

[[swipe-right]] on the level clue area, or press [[ctrl right]].

Going back to a previous level

[[swipe-left]] on the level clue area, or press [[ctrl left]].

Opening the selector menu

[[tap]] on the level clue area, or press ${Control("level")}. You may also use the Level selector button in the game bar. ${Hyper("Instructions/LevelSelectorPick")} ${Hyper("Instructions/Hints")} ${Hyper("Instructions/Fullscreen")} ${/*Hyper("Instructions/Feedback")*/""}

Purchases

With a purchase you get: - A standalone version of page.title, to play offline - A license key to play page.title online (as long as site.name is live) **NB:** only the online version is linked to the [Hall of Fame] and the [guestbook|contacts].

System requirements

Browsers

Desktop
page.title was tested and runs well with the desktop versions of Chrome (78-81.0), iOS Safari (12) Firefox (65.0-74), Opera (65), Brave (1.5) and Edge (80). :::OK page.title does not run on Internet Explorer.
Mobile
Although page.title runs on Android Chrome, Android Firefox and iOS Safari (12), the marked slowness would prevent a good game experience. :::Problem

Screen sizes

With a physical keyboard, page.title was designed to display well on all screen sizes, from extremely small (e.g 300px by 200px), to very large (e.g. 1280px by 1024px and above). :::OK Typing with the on-screen keyboard may be cumbersome on very small screens, because the keys become quite small. So this combination is not recommended. ${Hyper("Instructions/Community")}

Playtimes

The most recent playtests indicate that a relaxed puzzler may enjoy 6h to 9h of page.title, spread across multiple sessions, while puzzle veterans may be able to speedrun page.title in a intense two-hour session.

Credits

[page.title|page.slug] by ${NameYear()}. ${Hyper("GameCredits/Music")}

Sound effects

Sound effects made with @Musescore (pre-recorded) and @ToneJS (live synthesis).

Game Engine

Made with vanilla JS and CSS, including the [game-bar]!

Playtesting

site.author wishes to express deep gratitude to all playtesters that helped shape page.title.

Special thanks - extensive videoplaytest series

@collineye, for a fantastic ongoing sequence of insightful and detailed video playtests which generated many new ideas and enhancements! @hedeholm, for a tremendous ongoing series of video playtests which produced many important changes! Also for very detailed feedback on the game trailer!

Many thanks - Alpha, Beta & Gamma

@minotalen, for frequent feedback and ideas plus the first video playtest! @deusovi, for playtesting the entire game, suggesting improvements, and finding bugs & brilliant solutions to the hardest levels! @plurmorant for an enlightening beta video playtest which revealed many needed improvements, plus a second playtest at a later stage! @knexator for alpha playtests which resulted in useful, actionable suggestions! @builder17, for a quick playtest of level 29 and for suggesting the "hangman-style" keystroke list. @blubberquark, for a longer playtest of level 29.

Delta

Please @@@ contact site.author @@@ to register your interest in the upcoming Delta phase!

Videoplaytesting tips

If you're new to videoplaytesting, please check the [videoplaytesting-tips].

F.A.Q.

What type of game is page.title?

page.title is an inductive typing game. Inductive means you must explore to deduce the hidden rules of the system (in each level). Exploration happens through a beautiful and minimalist typing interface. Thus page.title could be placed near the **puzzle hunt** genre, since it can be seen as a collection of puzzles, albeit interactive! So don't be fooled: page.title is **not** a riddle because it lacks obscure cultural references, **nor** a word game as it never reuses a base mechanic on long word lists, **nor** a typing game, since time does not matter and the keyboard deceives!

How are puzzles in page.title ordered?

Thematically

Puzzles sharing a theme or broad way of thinking are often grouped together.

Gradually

Puzzles combining ways of thinking are not shown before each way of thinking is presented individually. Simpler before complex puzzles.

Sharply

Sharp changes in ways of thinking may occur between and within themes. Usually a pleasant surprise.

Any design goals in page.title?

Language independence

Creating a word game without language-dependent content. The vast majority of the levels (22) can be enjoyed anywhere in the world, equally, by anyone who is acquainted with the latin alphabet. :::Done

Minimalism

Making a compelling enigma with minimal interface and decoration. No repeated ideas. :::Done

Other

Extending the [game-bar] to any javascript game. :::Done Making sound effects and music. :::Partly

Which level design methods made page.title?

Clue-then-mechanic

A particular word is desired. What is the **essence** of this word? How could this become a puzzle? Multiple puzzle iterations.

Mechanic-then-clue

A particular mechanic is desired. What **letter patterns** must be present in the word to ensure a **solvable** puzzle? How about a **good** puzzle? Programmatic word search. Manual curation of words with clue potential. Minor adjustments to word/mechanism until a match is found.

Theme-centric

A particular theme is desired. Gather an extensive list of words that cover the theme. Which mechanisms fit with and enable full word list exploration? Multiple clue and mechanic iterations.

Feedback-centric

A finished puzzle is improved and/or totally redesigned after playtester feedback. Possible reasons: too easy (unintended solution), too cryptic (after a fair amount of experimentation), too cumbersome, requiring more visual feedback, unforeseen possibilities, novel ideas, etc... ${Hyper("EditorialUse")}