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March? When did that happen!? 0

Hey Folks,

Well another chunk of time has flown by here at Desktop HQ and we promised you and update on why we’ve been so quiet. So, here goes…

We’ve been working on a new game! We can’t reveal too much just yet as we’ll be releasing a teaser soon but we can tell you it’s an immersive first person psychological horror, set in the mind of a suspected killer.

We’ll have much on the story, game play and key concepts soon.

Here are a couple of pre-alpha screen grabs that we hope you’ll enjoy.




Currently, we’re at a pre-alpha stage, working on proof of concept and testing early mechanics.

Stay tuned for more updates in the coming weeks and thanks for taking the time to stop by and check in what we’ve been doing!

Thanks for reading!
- Desktop Daydreams Elf

Update – Well Hello! 0

Good Morning Folks,

Happy Saturday! First up a small apology for our lack of updates.

The reason we’ve had our heads down is that we’ve been a little busy working on a new project! That’s right a new project! Exciting times, but we can’t say too much at the moment as we’re still putting a few things together to show you guys.

We’ll be letting a few things out in the coming months.

In the meantime, here’s a small in game screen grab….


We’ll keep you updated ;-)

Thanks for being patient!



Wordy Hits Google Play! 0

Hey Folks,


First off, a big apology for the lack of chat here on our blog. We’ve been very busy working on getting Wordy ported over to Android!

As you’re most likely aware, we’ve finished! Whoo!

Go and check it out here, and please rate it once you’ve had a play!



Thanks for staying with us!

Dev update # 5 Immersion Concerns 0

Hey Folks,

This week we’ve given a face lift to the main menu screen, finished a teaser trailer and added another level of immersion to the game.

Main menu screen
Although you folks won’t have seen our original menu here’s a screen grab to show you the differences.


The original menu was kind of cobbled together for functionality and testing rather than aesthetics. So, we took some time to think about what we wanted the player to be able to access from the entry screen and reorganized some of the framework.

The new menu allows players access to playing the game, the store, settings, social media, achievements and the tutorial.


Teaser trailer

Yup the teaser is here….


One of our concerns with the current build was the amount of immersion the levels/puzzles were providing. The current setup is HUD heavy due to the swiping letter system in place.
We felt this obscured a lot of the level and in turn the puzzles were getting lost. We looked at what we could do to create improved immersion in the levels and realized that the letters were only ever needed when the player was using them to solve a puzzle.
We decided to make the letters almost completely transparent and they become opaque when the player interacts with them. Once the player has finished they hide themselves again! Cool eh?
This improves the level immersion considerably and allows the player to engage in the puzzle more effectively.

The week ahead

Well, this week will be used to add some final situational sound effects to the game as well as beginning the process of our marketing campaign!


Thanks for checking in and have a great weekend!
The Desktop Daydreams Elf

Dev update # 4 Co-routines and tutorials! 0

Hey Folks,


First things first, a small apology to those who regularly read the dev update, it’s a little later than scheduled but things are getting exciting here at Desktop Daydreams HQ.

We’re moving ever closer to getting Wordy finished and released to you folks.

What have we been doing this week you ask? Well the team have finally finished adding some little tweaks to all the puzzles and we’ve creating a player tutorial.


The small tutorial introduces players to the gameplay and it will go through how a typical level will work using an example.

We felt that an interactive tutorial was a better approach, allowing the players to actual manipulate a level and investigate how things work for themselves.

You’ll be introduced to clue bubbles, the letters you can drag in there and the clue system.

There also a mention of looking at the level to get the visual clues.

We’ve actually been working with Coroutines. They’re a great way of making things happen step by step which is perfect for the tutorial. We can also use them to wait for the player to do something; a very powerful and flexible way of achieving this system.

If you’re a coder/scripter and are interested in how coroutines work, Unity Gems has a nice article here which may be off interest.

Well again, a fairly short one. As we get closer to release there gets less and less to tell you our folks.

Thanks for checking and have a great week!


The Desktop Daydreams Elf


PS…the trailer should be out soon !

Dev update #3 – “Where are our minds?” 0

Hey folks,


Welcome to this week’s development update for Wordy.

This week has been a busy one and as we sit down and write our development update, we find ourselves asking “Where are our minds?”

Here in the office, we’ve had a lot of businessy things going on in the background which always take up a lot of time but, we won’t go into that in this post!



We mentioned last week that we were adding some final touches to the What’s puzzles. Well this week has been a similar affair and the team have been tweaking the Toy Factory and Sweets Worlds.

We wanted to tighten up a lot of the puzzles to make sure the player has the best possible experience. Basically, it’s been testing! testing! testing! And more testing!

Here is some in game artwork from a Toy Factory puzzle and a Sweets puzzle.

Toy Factory


The Toy Factory’s art style and puzzles are based around a mechanical/factory concept. As you can see from the artwork the Toy Factory is a grimy place! Most of the puzzle reflect this world and use objects in the puzzles that would be found there.

The Sweets world however is a complete contrast and is set in a world made of sweets! We know…your welcome! ;-) The puzzles found here also use the environment to good effect.

Final Sound FX’s are going in too and we’ll be sharing more on that later.


Another short but sweet (no pun intended) update, as we’re getting to the end of the development cycle it seems we can’t talk as much as we don’t want to spoil anything for you folks!


Thanks for checking in and have a great weekend!

The Desktop Daydreams Elf

Wordy Dev update #2 0

Hey folks,

We hope this finds you having a great start to the Easter weekend and welcome you to this week’s development update on Wordy!

This week finds the team focused on adding some final little touches to the What’s world. The screen grab below from the iPad shows you how the whats world looks.


As some of you will already know, the What’s world contains 10 puzzles for you to solve and we’ve been hard at work doing some final testing and polishing up bits, here and there.

The What’s puzzles contains creatures who are coincidentally named “”The What’s” and one of the new additions this week is a creature who loves to live on flag poles!


Here he is in all his glory:


That’s all we can say really as we don’t want to give too much more away and it’s safe to say we’ll hopefully have some puzzles form the Toy Factory next week to show!


Cross platform magic


We’re building Wordy with the Unity 3d game engine and one of the reasons we’re developing with unity is its cross platform capabilities.

We’ll be releasing to the app store first off and then we’ll begin porting over to android for Google’s play store, Amazon store and the Samsung app store among others.


Well that’s about all this week, short and sweet!

For everyone here at Desktop Daydreams HQ – Happy Easter and why not take a look at Happy bunnies for some Easter bunny fun!

Wordy Development Update! 0

Hey Folks,

It’s been a while since we have updated you on the state of play with Wordy so we thought it was about time we updated everyone.

As you know Wordy takes word puzzles & visual clues, mixes them and creates a unique experience!


Testing it out

After some early testing we did with the local University (cheers guys!) and various testers, we decided we needed to extend some of the mechanics in the game to allow for an enhanced experience.

The game screen below shows how the game originally played. Once the player began the puzzle, they had instant access to a clue.



Pressing the clue icon revealed a clue the player could use to decipher the puzzle.

One of the main issues while observing the players, was that they would often go for the clue far too quickly before really taking a look at the puzzle.

It became: new puzzle-press clue button-look at clue.

After all, the puzzles are all based around visual clues within the environment. Each puzzle can be solved by taking a good hard look at what’s going on in front of you!

Overall, we felt this kind of detracted from what the game was all about and decided to change up the mechanics a little.


What’s changed then?

One of the main changes is a variable clue timer to give us control of releasing the clues to the player.  There are also “clue points” available to spend on clues. This hopefully will make the player think about how they use the clues as they are a limited!

We thought it would be really neat to get your Facebook friends or your followers involved too. So, we included some functionality to post the puzzle to your social networks and get them involved.

The new layout of the UI is shown below.


You can see that the clue button at the top left has now got two number’s associated with it. The top left represents the players total number of clues left. The bottom left number represents the total clues left for the puzzle.


Well, thanks for reading! We still adding some polish and fine tuning but stay tuned for further updates and a release date!


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