Thank HN: The puzzle game I posted here 6 weeks ago got licensed by The Atlantic
Overall Reception & Impact
- Strongly positive response; many say they play daily, share with friends/family, and find it novel and addictive.
- Several credit the original HN post for discovering the game; others came via podcasts, RSS, or other sites.
- People are happy it remains free and that the original creator is still writing puzzles.
Core Game Design & Goal of Play
- Repeated debate about not being allowed to “skip ahead” and enter outer answers early.
- One camp finds it frustrating to be marked wrong for a correct outer answer or intermediate they’ve inferred; they want those guesses accepted or at least not penalized.
- Another camp argues the real puzzle is solving all brackets, not just the final sentence; outer answers should serve as clues to inner ones, like cross-checking in a crossword.
- Some propose compromise mechanics: mark early correct guesses as “too early,” give partial credit, or auto-fill them when their subclues are later solved.
Interface & UX Feedback
- Many requests for bracket visualization help: color-coding, different bracket types, bolding, or click-to-highlight matching pairs; people compare it to debugging nested parentheses in code.
- Several struggle to see which clues are currently solvable; suggestions include clearer highlighting and avoiding penalties for guessing on ineligible brackets.
- Strong criticism of the custom mobile keyboard: missed taps, no haptics, QWERTY only, no autocorrect; many ask to use the native keyboard. A minority defend the custom keyboard for layout control and preventing spaces.
- Desired features: visible history of guesses (especially wrong ones), auto-accept words without pressing enter, replay/animation of the solving sequence, and richer stats.
Clue & Answer Design
- Complaints about strict answer checking: singular vs plural, American vs other spellings, spacing in compound words, and ambiguous clues with multiple plausible answers.
- Some defend the clue-writing style and punctuation as consistent within common wordplay conventions, though acknowledge occasional grammatical rough edges.
Difficulty, Accessibility, and Scope
- Mixed views on difficulty: some say early puzzles were harder; others find standard mode easy but enjoy Hard mode.
- Non-US and non-native English speakers find many clues very US-centric and culturally specific, making the game significantly harder.
- A few experiment with LLMs; they observe that models can often guess the top-level answer but struggle with intermediate logic.
Business & Technical Curiosity
- Many ask about licensing terms, money, tech stack, and integration with The Atlantic; thread mostly speculates, with no concrete details shared.
- Some note the game works with adblockers but may require allowing specific script domains.