![Mystery Puzzle](../banners/MysteryPuzzle_banner.png)
Mystery Puzzle
About the game
- Company: - -
- Genre: Puzzle RPG
- Release Date: Unreleased
About my work
In 2012 “Candy Crush Saga” took the world of mobile gaming by surprise. Multiple similar games were successful
around that time, “Puzzle & Dragons”, “Farm Heroes Saga”, “Monster Busters”, etc. It seems that the mobile
medium is a perfect match for swipe mechanics and light brain teasers. Back then all designers wanted to come
up with new puzzle mechanics, in search of the holy grail of mobile gaming.
A few years later I was obsessed with “Spooky Pop”, a game by Supercell that was soft-launched but never fully
released, and I decided to try something of that sort. I thought of different mechanics and I prototyped a
couple of them with Game Maker.
Once I thought the concept was solid enough (spoiler: it wasn’t) I got in touch with three friends from
university that were running an animation studio back then. Later joined a developer who was a common friend
of ours, this way we created a very talented team …if somewhat unbalanced, with three artists, one designer,
and a single programmer.
The game never reached very far, because coordinating a team of 5 people who collaborate in their spare time
it’s almost an impossible task and we moved very slowly. Understandably, different people had different levels
of motivation and energy to tackle this venture. And the worst is that I found myself doing documentation,
meetings and emails instead of being hands-on in the game. All of a sudden this project “for fun” resembled
too much like work, but with far more precarious conditions. And last, but not least, I also had the looming
impression that the game wouldn’t turn out as fun as I expected.
The puzzle mechanics were truly novel and for that I’m very proud, and the art and aesthetics were truly
special too. But “different” is not enough to succeed as a game needs to be not only “different” but also
“better” than the established proposals out there.
The game was never released.
Trailer from "Caramel animation"
What I learned
![learnings](../icons/icon_learnings.png)
- Why indie games and successful side projects are often a solo endeavor.
- “Novelty” for the sake of it is never enough to sustain a solid project.
What I'm proud of
![learnings](../icons/icon_proud.png)
- Coming up with a couple of novel puzzle mechanics.
- Gathering a team of five and coordinating it towards a vision.
- Documenting the full game, including meta-loop, UI screens and content outline.
![Mystery Puzzle](img/xavier-agullo-mp01.png)
+ The early prototypes in Game Maker were rough, but had their own charm.
![Mystery Puzzle](img/xavier-agullo-mp02.png)
+ The main characters were a bunch of hipster teenagers.
![Mystery Puzzle](img/xavier-agullo-mp03.png)
+ The game combined a simple puzzle with combat and monster hunting.
![Mystery Puzzle](img/xavier-agullo-mp04.png)
+ In pure match-3 fashion, you could equip boosters before the level began.
![Mystery Puzzle](img/xavier-agullo-mp05.png)
+ I designed most of the game screens to have a holistic view of the undertaking.
![Mystery Puzzle](img/xavier-agullo-mp06.png)
+ Some of the references included “Attack the Block” and “Spooky Pop”.
Special thanks: Jordi Matosas, Marc Esteban, Oriol Rello, Sergi Herrero.