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Puzzlejuice

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2012 video game

2012 video game
Puzzlejuice
App icon
DeveloperSirvo
PublisherSirvo
ProgrammerAsher Vollmer
ArtistGreg Wohlwend
ComposerJimmy Hinson
PlatformsiOS,Android
ReleaseJanuary 19, 2012
GenrePuzzle
ModeSingle-player

Puzzlejuice is a 2012indiepuzzle video game foriOS produced and developed by video game company Sirvo. The game is a combination ofTetris,tile-matching, andBoggle: players rearrange fallingtetromino blocks into rows of similar colors, which turn into letters that are cleared from the board by forming words. The fast-paced game also includes challenges andpower-ups. The development team consisted of three people; programmerAsher Vollmer initially developed the game alone, before reaching out to artistGreg Wohlwend for advice on the aesthetics. ComposerJimmy Hinson produced the game's music.

The game was released January 19, 2012 to what video game review score aggregatorMetacritic called "generally favorable" reviews.[1] Multiple reviewers mentioned the difficulty involved in juggling the three game components simultaneously. The game was released on Android through publisherGameClub on June 19, 2020.

Gameplay

[edit]
Screenshot of gameplay

InPuzzlejuice, the player turns fallingtetrominos into letters, and those letters into words and points.[2] The player taps and drags on thetouchscreen to rotate and position multicolored tetrominos that fall from the top of the screen.[3] When the player completes a solid row of tiles, or arranges the fallen blocks such that four or more like-colored tiles touch, the color tiles turn into letters.[2] Players connect these letter tiles with their eight adjacent tiles (inordinal directions) to make words. Words of sufficient length are cleared from play as well as their adjacent tiles—thus longer words clear more blocks. TheiPhone version shows a magnified version of the tile obscured by the player's finger near the finger.[3] The game has been compared to a cross betweenBoggle,Tetris, andtile-matching.[2][3][4]

The game also offers objectives to be accomplished over multiple sessions, like making a six-letter word, or clearing three or more rows at once. This unlockspower-ups[3] that occasionally provide opportunities such as halting the rate of new tetromino drops, and removing blocks from the screen.[2] Up to three power-ups can be selected to be used in each game.[3]

The object of the game is to get thehighest score. There are two play modes: Zen and Core. There is a 90-second time limit in Zen mode. In Core mode, players play until the screen fills with poorly placed tetrominos, similar toTetris. Core has two difficulties.[3] On the easiest difficulty, three-letter words suffice, but harder modes require five-letter words at a minimum.[2] Ascore multiplier grows as players maintain acombo of multiple words created in succession, and resets if players are too slow.[2] Scores are uploaded toGame Center.[3]

Development

[edit]
Wohlwend and Vollmer displaying the game at PAX 2012

Puzzlejuice was built by a group called Collaboratory and later renamed Sirvo.[3] The three-person team[5] consisted of programmerAsher Vollmer, artistGreg Wohlwend, and composerJimmy Hinson.[6] The game began as Vollmer's idea.[7] He later reached out to Wohlwend for aesthetic advice, which resulted in a 365-message chain email and the final product. Wohlwend and Vollmer did not speak a word to each other—or use a medium outside of Gmail and Twitter—throughout the entire development process. The title was inspired by what Vollmer described as the "EXTREME" American culture of the 1990s, exemplified by the board gameCrossfire and juice-filledGushersfruit snacks.[8] A similar game,Spelltower, was released duringPuzzlejuice's development, but Vollmer and Wohlwend ultimately considered their game sufficiently different to proceed.[9]Puzzlejuice was selected for thePAX 10, a spotlighted group of indie games, in July 2012.[10] The game was released as a universal app for iPhone andiPad[3] on January 19, 2012.[11] Vollmer expressed an interest in bringing the game toSteam Greenlight in August 2012.[12]

Reception

[edit]
Reception
Aggregate score
AggregatorScore
Metacritic86/100[1]
Review scores
PublicationScore
Edge8/10[2]
VideoGamer.com8/10[4]
Pocket Gamer7/10[13]
Slide to Play4/4[14]
TouchArcade4.5/5[3]

The game received "generally favorable" reviews, according to video game review score aggregatorMetacritic.[1] Multiple reviewers compared its core mechanics to a combination of Boggle,Tetris, and a tile-matching game,[2][3][4] such asBejeweled[2] orPuyo Puyo.[4] Comparing word games,Edge called it the "fast-paced action-adventure" toSpelltower's "survival horror".[2] Multiple reviewers mentioned the difficulty in mentally balancing the various components of the game,[2][4] whichVideoGamer.com compared to "doingopen heart surgery while playingDance Dance Revolution".[4]

Edge suggested playing on the game's hardest difficulty, which they found the most engaging. They called it "mayhem, ... elegantly handled".[2]Pocket Gamer's Harry Slater said the game "forces your brain to think in ways that it's never been asked to before".[13]Edge compared the game's challenges toJetpack Joyride's missions, and complimented the connection between Vollmer's "magpie" design and Wohlwend's "luminously flat pastel-colored art".[2] Phil Eaves ofSlide to Play wrote that the player should play with headphones or else miss a "wonderful"chiptune soundtrack.[14]

Edge called the game "too hectic and exhausting" to return to often.[2]VideoGamer.com's Mark Brown struggled with registering the right input on the small screen, and found himself inadvertently making words from letters instead of moving color blocks.[4]Slide to Play's Eaves was also troubled by the controls, and recommended the iPad version for the extra screen space.[14]Pocket Gamer's Slater said it was too easy to clear the board with three-letter words, and thus that the design execution was not as robust as the concept, never being "more than the sum of its strange combination of parts".[13] WhileTouchArcade's Troy Woodfield called the gameplay "not ... totally original" in how it combines three common game ideas, he still found the combination "a stroke of genius", and highly recommended the game as "a breath of fresh air".[3] Brown ofVideoGamer.com agreed thatPuzzlejuice distinguished itself from the crowded iOS puzzle game genre,[4] andSlide to Play's Eaves called its balance between game types "perfect".[14]

References

[edit]
  1. ^abc"Puzzlejuice Critic Reviews for iPhone/iPad".Metacritic.Archived from the original on December 3, 2015. RetrievedJune 12, 2014.
  2. ^abcdefghijklmnEdge Staff (January 25, 2012)."Puzzlejuice review".Edge. Archived fromthe original on July 14, 2014. RetrievedJune 12, 2014.
  3. ^abcdefghijklWoodfield, Troy (January 20, 2012)."'Puzzlejuice' Review - A Mashup of Tetris, Match-3 and Boggle".TouchArcade.Archived from the original on June 7, 2014. RetrievedJune 12, 2014.
  4. ^abcdefghBrown, Mark (January 25, 2012)."PuzzleJuice Review for iPhone".VideoGamer.com.Archived from the original on September 5, 2015. RetrievedJune 12, 2014.
  5. ^Werner, Jillian (February 10, 2014)."Threes! Review".Gamezebo.Archived from the original on July 16, 2014. RetrievedJune 13, 2014.
  6. ^Statt, Nick (February 6, 2014)."Mobile puzzle game Threes is a design marvel worth your time".CNET.Archived from the original on February 12, 2014. RetrievedMarch 20, 2014.
  7. ^Kuchera, Ben (February 6, 2014)."Why it took a year to make, and then break down, an amazing puzzle game".Polygon.Archived from the original on March 2, 2014. RetrievedFebruary 22, 2014.
  8. ^Wohlwend, Greg (February 9, 2012)."365 PUZZLEJUICE EMAILS [PT.1]". aeiowu. Archived fromthe original on May 10, 2012. RetrievedJune 13, 2014.
  9. ^Schramm, Mike (February 10, 2012)."The Puzzlejuice emails document the nitty gritty of iOS development".TUAW.Archived from the original on January 30, 2015. RetrievedJune 13, 2014.
  10. ^Hinkle, David (July 13, 2012)."This year's PAX 10: JS Joust, Offspring Fling!, Puzzlejuice and more".Joystiq.Archived from the original on July 14, 2014. RetrievedJune 13, 2014.
  11. ^Fletcher, JC (January 18, 2012)."Puzzlejuice summoned to App Store tomorrow".Joystiq.Archived from the original on July 14, 2014. RetrievedJune 13, 2014.
  12. ^Kubba, Sinan (August 28, 2012)."Puzzlejuice desktop debuting at PAX, coming to Steam Greenlight".Joystiq.Archived from the original on January 28, 2015. RetrievedJune 13, 2014.
  13. ^abcSlater, Harry (January 23, 2012)."Puzzlejuice review".Pocket Gamer. Steel Media.Archived from the original on March 4, 2016. RetrievedJune 12, 2014.
  14. ^abcdEaves, Phil (January 27, 2012)."Puzzlejuice Review".Slide to Play.Archived from the original on June 4, 2014. RetrievedJune 12, 2014.

External links

[edit]

Media related toPuzzlejuice at Wikimedia Commons

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