Umut Eren Demirci
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Hyper-casual puzzle · Unity 6 · Android and browser

Clockwork

Turn the rings. Line up the colours. Mind the cogs.

A hyper-casual ring-rotation puzzle for phones. Rings sit inside each other with gems on their notches; line a spoke up in one colour and it clears. Cogs link neighbouring rings at 2:1, so every move is a small chain reaction to read ahead, and padlocked rings turn only through a cog.

I designed the rules, the cog, 40 levels in four chapters with a sawtooth curve, and the look on a professional free UI kit, and changed each after playtests. A generator lays the levels out to my specs and a solver proves every par.

Play in your browserRead the GDDOne-pager
2:1cogs that turn both ways, rethought after the first playtest
40/40levels whose par a solver proves
6 → 4level 10's best line, after a playtest found a wall
Game design document, summarised

How it's designed

Each part below condenses one chapter of the game design document. Every summary ends with a link to the full chapter in the PDF.

01The game at a glance

Look, turn, clear, win. Two to four rings with 8 or 12 notches; a tap turns a ring one notch, a drag turns it further. No timer and no fail: stars reward the fewest moves, a hint shows the solver's next move, and restart is free.

  • Readable in one look: every rule is drawn on the board.
  • One new idea per chapter, brought in on a level the player will win.
  • Every level proven by a solver that sets its par.
Read the full chapter in the GDD (page 1)

02Rings, spokes, cogs and padlocks

A spoke is the same notch on every ring; when it is full and one colour it clears. A cog links two rings as a meshing pair of wheels: turn the outer ring one notch and the inner one turns two the other way; turn the inner one and the outer turns back one. A padlocked ring refuses a turn by hand and moves only through a cog.

Read the full chapter in the GDD (page 2)

03Four chapters, one idea each

The rules; four rings and chains; locked rings; everything together. Within each chapter the best line climbs in a sawtooth, from 1 to 8 moves across the game, with a breather after every peak. A one-line tip appears only where an idea is new.

Read the full chapter in the GDD (page 3)

04Levels made and proven

I write each level as a spec: rings, colours, cogs, padlocks and a range for its par. A generator scrambles a solved board with legal moves only and keeps a layout when its par is in range, nothing starts complete and its cogs change the solution. Tests check every par against the solver.

Read the full chapter in the GDD (page 4)

05What playtests changed

One-way cogs read as broken ("the gear mechanic doesn't work"), so they became two-way at 2:1. Levels 9 and 10 were a wall, so a new rule now arrives on an easy level: level 10's best line went from 6 moves to 4. The art went through three directions before settling on a professional free kit.

Read the full chapter in the GDD (page 5)

06Feel, art and next steps

Rings swell when a cog turns them, clears pop in the gem's colour with praise for clears in a row, and wins rain confetti. The look follows Butabi's Mini Casual UI Kit. A monetisation plan (not built), the first KPIs to measure, and a roadmap close the document.

Read the full chapter in the GDD (page 6)
From the build

Screenshots

Every image is captured from the game itself.

Design documents

Read more

Built with an AI coding assistant (Claude). I designed the game, set the rules, the chapter plan and the tuning, and play-tested every build. Art: Mini Casual UI Kit by Butabi; sounds by Kenney; Montserrat.