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TurnStyle is a new and unique type of visual puzzle game where each of the 15 puzzles are original illustrations that follow a story arc.

Every puzzle is made up of individual pieces which have been randomly rotated so that they are scrambled each time. You must work quickly and efficiently to rotate the individual pieces into the proper alignment before the timer runs out.

There are easy, medium, and hard difficulty puzzles mainly guided by the amount of individual image pieces that make up each puzzle. Personal best records are stored locally for score and rotation count. Your high scores may be submitted at any time in your progress to the Mochi Leaderboards You are able to retry a level if the time runs out.

* Left mouse click for CLOCKWISE rotation
* Control/Command(mac) + Left mouse click for COUNTER-CLOCKWISE rotation

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Great change from other games

I love games that tell a story, and even though it gets harer to play in the later levels, you can still see the story unfold (although not get any points) I think its awesome!

HybridMind responds:

I am really glad you enjoyed the story, thanks a lot for the review.

loved it

got hard, but was really good, great idea :) hope everyone gives it a 10, def front page material :)

HybridMind responds:

Thank you very much!

Yay for innovation!

Alright! Very fresh and fun, something new and innovative in the world of the Newgrounds puzzle games! Art was all well done, and the music fit very well, though was a bit repetitive at times.

A few points for improvement I thought of:

Although the art was well done, and most puzzles quite a lot of fun, try next time to have more of the detailed drawings.
Though most pictures at the beginning of the games were well detailed and had things happening in them, it seemed that by the end of the game all I was doing was fitting cloud patterns together.
Having a quite a few pictures of clouds and airplanes by the end of the game, was not only confusing - it felt pointless and wasn't very fun to discover.
Try playing around with more detailed items per picture instead of simple scenery. Having a lot happening in a picture is a lot more satisfying to discover, than countless plane flying drawings. Even this means to put more effort in specific drawings yet having LESS of them - it would still be worth it.
Especially since having a lot of detailed items is just as efficient at making the game harder as having confusing cloud patterns.
And it it's a challenge you want - try playing around with picture ANGLES.
One thing I understood quite quickly, was that everything went at it's correct angle - the sky on top, earth underneath etc etc...
I kept expecting you to break that pattern, which never happened.
Simply by showing a picture at a different angle will confuse the player enough for you to disuse confusing cloud patterns to up the difficulty. This should, of course, have good reason for it. For example seeing the picture from a fighter pilot's view who is doing a loop de loop.

Having a story with a more detailed beginning, middle, end - would also help improve player satisfaction.
While it was entertaining to follow the ufo's adventure through earthly territory, if we would actually be discovering a more detailed story with a funny or meaningful ending - I'd feel the experience more worthwhile.
A good way to start, if you haven't got ideas of your yet, might simply be classic children stories - such as Red Riding Hood or the Three Little Pigs or somesuch.
If you need a good example, check out - "The Dragon and The Wizard" on newgrounds, and a few other submissions by that same flash artist to get a good idea of detailed storytelling with pictures.

Though the music fit very well in the overall scheme of things, how about trying to have different tracks for different scenes? Having the music depict the feel of each individual scene give a more meaningful feel to everything.
You don't have to have different music altogether, but perhaps playing around with one certain theme of music, which changes a bit with every scene - get's faster, slower, more aggressive, sadder sounding (as per what's depicted in the scene) - might just give you the perfect combination of a more advanced feel of storytelling and having too many kinds of music tracks in the game.

Thanks for the game, good luck in the future and hope to see more from you soon!

HybridMind responds:

Thanks so much for the detailed and critical thought about my game!

This is the "biggest" game I have made yet and by far the most polished but I realize how far I have yet to go for sure!! I spent about 150-200 hours on this game this month. 50+ hours on just the art asset creation. A lot of the rest of the time was spent learning Flash and ActionScript 2.0 and getting up to speed with Photoshop to create all the puzzle layers. Then there is the actual gameplay to work out of course.

With this scope being larger then anything I've tried yet I found it to be quite exhausting near the end bringing this thing to completion but I did my best to power on and am quite thrilled that people seem to be enjoying it and finding it fairly original. I know I haven't been able to find a visual puzzle game quite like it yet but when I first thought of the idea I figured it must have been done a thousand times already. Strange huh?

Anyway I just thought I'd provide some background context above before responding to a few of your great points in rough order:

* I totally hear you on your comments regarding end game being fitting a lot of clouds together, lol!

* Regarding your thoughts about playing with visual context (ground, angles etc) a lot of these things I was wondering about but because I realized I was making a game that involved a lot of new territory I wasn't really sure what people would be able to "get". So, If anything I often leaned toward the side of making things simpler rather than more difficult until I got some feedback from actual players.

* I have never made a puzzle game before and I realized a bizarre paradox in that I wasn't able to test this game myself since I knew every drawing. Luckily my wife was able to bare with me and play a bunch of the game a bunch of times but other than that I haven't had many field trials yet. It has been so educational to read peoples comments on the various portals and stuff though so I am learning a lot about this style of puzzle game which I will surely apply.

* I agree that the more engaging I can make the story the better and hear you on the beginning, middle, and end parts. I have seen that dragon game you mentioned since submitting mine and definitely thought "hey, here is someone else doing the fun narrative to make people more interested in completing levels" thing.

* I really dig your thoughts about changing the music based on scenes.

Once again, thanks for the critical review I really appreciate it!

Great Game

I love it, it's one of the most fun puzzle games I've ever played. I liked that fact that you need skill and a sharp eye to figure out where everything goes.

HybridMind responds:

Thanks a bunch!

how did you think of this??!?!

:O :O :O

HybridMind responds:

In the beginning of February I participated in a 48hour game competition over at ludumdare.com which had a theme of "Cryptozoology". I had 48 hours to make a game that weekend and my prototype game "Cryptid Puzzle Challenge" laid a lot of the ground work for what became TurnStyle. As far as the idea it literally just popped into my head at the beginning of the contest. I actually thought initially that it had probably been done a thousand times and wouldn't be any fun. Glad I decided to try making it anyway and discovered that people liked it and that it actually hadn't been done in the same way yet.. at least not that I've discovered. I'd love to see if anyone finds another game like this out there as I'd like to play puzzles I didn't create.. :)

Credits & Info

4.43 / 5.00

Mar 1, 2009
6:59 AM EST
Puzzles - Other