God of Puzzle
God of Puzzle
A competitive puzzle game that takes classic gameplay to the next level with new features+online play for desktop and mobile platforms.
A competitive puzzle game that takes classic gameplay to the next level with new features+online play for desktop and mobile platforms. Read more
About this project
God of Puzzle is the new definitive competitive puzzle game that aims to take the beloved classic "Puzzle Fighter" to the next level. The game is going to be on PC, Mac, iOS and Android. We’re aiming to recreate the classic gameplay, add comprehensive online multiplayer support for all platforms, plenty of gameplay customization, and new features that “you” want to see in the game.
“In a small crack that separate the realms of the gods and the reality of time and space. An uninvited being emerges to challenge all the gods we once believed in...
He called himself “God of Logic”.
So, the god of logic challenged the greatest of the gods and goddesses to a tournament where divine powers, magic and great wisdom, do not guarantee victory...
So, let’s the game begin.”
Competitive puzzle games are puzzle games that you play against other people, like fighting games, except you fight by doing puzzles like Tetris or Bejeweled.
The short of it:
If you like competitive puzzle games (and/or like what you see), show us your support! Right now there's no cross-platform multiplayer game like this on the market. With your support we'll give you the awesome gameplay plus great graphics.
Still want to know more?
Read on for the details!
If you are not familiar with Puzzle Fighter, imagine a “dropping blocks” type of puzzle game, like Tetris or Columns, but instead of just trying to stay alive, you “fight” against another player.
So, how exactly do you “fight”? Simple, whenever you managed to clear blocks on your game, extra blocks drops on your opponent’s game, raising the stack of blocks closer to the “ceiling of death”. Now, the actual mechanic of Puzzle Fighter is quite different to Tetris, but it’s a whole lot of fun!
Our goals for God of Puzzle is not to create something completely different, but a real, significant improvements to the old classic. Here’s our focus on how to make God of Puzzle becomes the new classic:
1. Multiplayer Anywhere, Everywhere!
God of Puzzle is designed to let you play against anybody on any device. This really maximizes the number of people you can play with. Plus, the skill ranked leaderboards ensure you’ll always be matched against someone at your skill level.
2. Play the classic you remembered, experience the new classic, or customize and play it your way
We’re going to bring as many gameplay options as possible to let you fully customize your game. Want to play a game just like the classics? Sure! Want to add some new twists into the old formula? Absolutely! We’re bringing all of that and more to you. New special gems, character specific powers, new ways of attacking your opponent, even team battles. We got tons of ideas for gameplay options, and we’re going to be implementing as many of them as we can, while YOU help us playtest and tell us which one you like to keep and which new features we should make next!
**Stay tuned for updates on details about gameplay, characters and more!
To avoid making this page infinitely long, we've decided to leave all the finer details of the game for updates and discussions. So, if you're interested in sharing your ideas, please join us in the discussion page!
3. Fresh Coat of Paint
Awesome new characters, exciting story, new graphics, all the bling bling of 21st century’s games. As you can see from our gameplay footage, we're not going for the simple and cute graphics you see in most puzzle games. We're aiming to create one of the best looking and most engaging puzzle-game out there.
Puzzle Fighter was first released in 1996; over one and a half decade later, I still cannot find any other game that can offer any improvement to the original gameplay experience, except for the HD remake of the same game. Similar stories can be said with other classics like Tetris Attack/Puzzle League.
Like how there was Doom, and now we have Call of Duty; we believe it’s about time these classic puzzle games get a real update. So that the new generation of gamers knows how much fun it is to lure your friends and family into playing a harmless-looking puzzle game with you, and then you beat them up furiously again and again, and declare that your brain is clearly much more powerful and far more advanced than theirs.
We’re a collection of wired, hardcore, slightly anti-social, professional game developers from all over the world... and we really want to hang out with you! ...Okay, not really... but we do want you to know who we are! So, I asked everyone in the God of Puzzle team to tell you a little bit about themselves:
“Greetings shoppers! I'm heir director of all things technical here at Novaleaf. I could dazzle and impress you with my coding skills I'm sure (if you are impressed by anything C#), but these days I just... direct! Woe is me. By the way, I do other things here at Novaleaf too... like fix people's computers, stock the fridge with Pepsi Max, and tackling countless other exciting challenges for our team! Being Technical Director is grand!” - Jason
“Yes, I’m the guy in the video. Hi, I’m a programmer and lead developer for God of Puzzle. I’m also a Guildhall alumni and a big Puzzle Fighter fan. I’ve been working in the game industry for the past five years; some of the past games I worked on includes Lord of the Rings: Conquest and NBA+MLB 2K series." - Eddie
“I’m a game programmer from Czech Republic. I have more than six years of experience with games and 3d graphic development. Before joining Novaleaf, I worked on a big projects like a game Mafia 2 for xbox 360, PS3 and PC, Omni3 - a weather forecasting visualisation tool for TV broadcasting, and AVG antivirus software.” - Venca
“I’m a computer engineering graduate and a game programmer. I like math and game design. One of my recent work was to design/develop a game to help encourage young cancer patients to take treatments for a non-profit organization called Hopelab. The person in the game industry that inspired me the most is Shigeru Miyamoto. I always keep his principle close to my heart: “Enjoy everything to fullest.” - Yai
“I’m a game programmer with one and half year of experience in the game industry. Before joining Novaleaf and the God of Puzzle team, I was part of a team developing a PS3 game with the Move controller.” - Nut
“I’m the 3D artist for God of Puzzle. I graduated with a degree in electronics, but I’ve later discovered that 3D modeling suit me better so that’s what I’ve been doing for the past five years. My experience includes working as modeler, vfx artist, 3D visualizer and working in production houses.” - Noom
“I’m the concept artist for God of Puzzle. I was working as an animator for a number of 3D animated TV series for 2 years, but I decided to quit and pursued my true passion in drawing, which brought me to Novaleaf. I love reading as it gives me ideas and inspirations, I’m also a fan of RTS, turn-based, and RPG games. You can see some of my work at http://gravesoul.cghub.com” - Arm
"Hello World Wide Web! We are the web developer team. We love developing cool websites as well as surfing the net. We love broadening our technical knowledge and we love playing games!" - Web Development Team
We’ve made a cool little dual-stick shooter called Biology Battle a few years ago. It was one of the first games on the Xbox Indie Game marketplace and it is still one of the better games currently available on that market. There are no zombies in the game.
After Biology Battle, we’ve created several game demos and prototypes to experiment with some of our crazy game ideas. At the same time, we also did several outsourced projects ranging from small 3D games to complete MMO virtual world solution. Dark matter in our brain has grown significantly since then. In fact, I think I have dark matters leaking out of my ears right now.
You can check out some of our work at our website at www.novaleaf.com
It's an obvious fact that landing a publishing deal is like asking a rich girl out on an expensive dinner date... then you asked her to pay for the meal because you’re broke, and afterwards you try to convince her to sleep with you by saying “I’ll buy you a Porsche next month”. This only works if you’re Brad Pitt or some kind of glittered vampire.
On the other hand, trying to convince the Kickstarter community to fund your game is like spontaneously deciding to ask the girl next door out to a movie because your friend is being a dick and blew off the original plan after you already bought two tickets. You told her what’s the movie is about and she really wanted to see it. She said “Great idea! Let’s go!”.
The movie was awesome, both you and the girl loved it, ate cheap dinner, had sex, and you decided to do it again next week. Happy ending.
Based our analogy above, since we aren’t exactly Brad Pitt or glittered vampire, we should have more chance of getting laid if we go for the girl next door. And the start of a successful date with the girl next door is to pick a great movie that she wants to see. If we can’t convince the girl that the movie is going to be awesome, we don’t have a date.
All silliness aside, we believe that if we can’t convince you guys that our game is awesome, then maybe the game really is not so awesome after all. And if the game is not awesome, we don’t waste time making it. We do value Kickstarter to be more than just an alternate source of funding; we also see Kickstarter as a community of gamers that can help validate our ideas, tell us if we’re on the right track, and more importantly, tell us if we suck, so that we can do better.
Yes! As we’re one of the early adopters of the “Lean” development methodology, you guys are going to be the main driving force that will shape what the final game will turn out.
To those who are unfamiliar with the term “Lean” in this context, it basically mean we are focusing on creating the game for YOU play as EARLY as possible, even at a shitty, buggy, ugly, and incomplete state, so that we can gather your valuable feedback and statistical data to help us learn, and iterate, and eventually have an awesome game that everyone loves.
Novaleaf is a professional game studio, we do this full-time and we’re paying a team of people real salary to make the game. What this means to you is you’ll be getting a professional quality game in just four to five months, not a year or half a year. Your $10,000 is going to be added on top of our own budget to ensure that we'll have enough resources to create the best possible game within the shortest amount of time. Actually, while we’re on this topic, let me read your mind and answer some of the questions you have in your head right now:
- No, we haven’t been working on this game for years... we’ve just started working on this game like, a couple of months ago.
- Yes, we’re really planning to release the game within five months or less, because we’re awesome like that. But we're also planning to continue to improve the game until we feel that it is as good as it should be.
- No, if we don’t reach our funding goals, we’re not going to make the game. As we mentioned above, if you guys don’t like the idea, even if someone promised to deliver a suitcase full of cash to our studio, we’re still not gonna make it (OK, OK, if there’s like a million dollars in the suitcase, we’ll make whatever game you want).
What’s more important to us than getting the opportunity to make the game that we want to play, is getting the opportunity to make the game that YOU want to play. And it’s also kinda dumb to make a multiplayer game that nobody wants to play.
Please take a few minutes to check out our rewards. We hope you’ll see the values in these rewards as we tried our best to give back as much as we can realistically offer. We really tried our best to give you only the good stuff; unfortunately, most of the really really good stuff are probably illegal in at least 47 states.
We really want to make sure the rewards are cool; so, for any rewards that you think is completely lame, please tell us on the discussion page; and we’ll make it more attractive.
Want to know what's in the chests? Well, we do too. We're hoping you guys will be joining the discussions and help us decide what features we should be pushing for. We're told that if it's the feature that you want, then you'll back it, right? No? But you promised!!
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