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!
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.
> 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 :)
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.
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.
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.
> 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.
But congrats on this, it's awesome!
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.
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.
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 :)
> 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!
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
> edit: seems like the board editing in multiplayer mode doesn't work
oops, will get onto fixing that
If I forget a specific point it's frustrating to have to go through the whole tutorial again.
It would help if it had a license file in the repo in order to express what rights you grant to others
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.
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.
(Also, will fix the dictionary, thanks!)
Congratulations on getting this far! Games are a huge amount of work (so much more than it looks like on the surface), so shipping something is always an accomplishment.
I definitely had fun for the rounds I played the other day, which is why I bothered with feedback. It's a great little concept, and well-executed. I really appreciated the tutorial (especially the "sample game", that really solidified the concepts for me after the step-by-step tutorial).
Great work so far! Excited to see where it ends up!
(And one more super minor feedback while I'm here: when I'm playing on keyboard and mouse, I'd love the ability to press a keyboard key to select a letter, then click to play on the board with a mouse. So: "press the keyboard key 'i', then click on an empty but legal space to play", and one of my 'i' tiles goes to that space". As far as I can tell this would be manageable, since it doesn't seem to matter which 'i' tile I play from my hand).