Aug 7, 2018
The Boy Who Typed Wolf - Enigma Pendulum


The Boy Who Typed Wolf is now available, don't miss the week-long launch discount!

The Boy Who Typed Wolf - Enigma Pendulum


The Boy Who Typed Wolf is launching this Tuesday, less than 3 days from now!

It has been an incredible journey and I have loved every single bit of it, I am unbelievably excited to share a game I have been very passionate about with everyone else! In this post I also wanted to share a final insight, this time on Secrets and alternate in-game paths and how they are handled.





Secrets are some of the most interesting and charming additions a game can have, they provide additional depth to the story and atmosphere and an additional layer of challenge. There are multiple secrets alongside smaller references and links hidden throughout the game that unlock new areas, new evidence and a different ending. The main secrets can be tracked through the main menu, this is a great way to encourage more people to complete 100% of the game's content without taking away the game's mysterious nature. Additionally those secrets add a level of replayability as even the most perceptive would probably not be able to locate all of them on their first run.

Thank you very much for your time, see you on Tuesday!
The Boy Who Typed Wolf - Enigma Pendulum
It has been a long month and while I have made some great progress there is still more to be done. In the meantime I wanted to share some more details on the game's story and some of the principles I have followed regarding on how that story unfolds!

Telling a Real Unsolved Mystery

The mystery I chose for this project is fascinating and has stayed in the shadows for thousands of years without ever really attracting much worldwide attention, making it a perfect candidate for a game's story. What's also very interesting is how that story is communicated through a game, it's not just notes and cryptic letters but environments, symbols, photos, coins, statues and more, all with parallels and connections to real events and mythology.


Part History, Part Mythology, Part Fiction

This is probably the best way to describe the game's story, it includes parts from real historical events, real mythology and folklore as well as some personal fictional aspects. My own input is minimal compared to the other two aspects but required to connect the pieces together.



A Bigger Puzzle

As you can imagine every puzzle in the game is designed to be solvable through the clues and hints found only in-game. However, the story exists in this grey area of reality and fiction which provides a tougher semi-ARG style puzzle for the players who are looking for more of a challenge not only inside but also outside of the game.



Thank you very much for your time! Don't forget to wishlist the game, I am incredibly excited to share more info in the near future!
The Boy Who Typed Wolf - Enigma Pendulum
Hello and welcome to the first Enigma Insight for The Boy who Typed Wolf!

Point and click adventure games have been a giant passion of mine since I first started gaming and puzzles have always been one of the central aspects of the experience.

In this short post I wanted to highlight how I re-imagined that experience in my own project in order to make puzzles more intriguing and more enjoyable.

Solving Puzzles through Clues and Objects


Finding and analyzing clues has been my first core principle when designing puzzles. The eureka feeling of finally finding the solution through the different clues carefully placed in the game makes you question why you haven't pursued a detective career already. It is also very important that those clues aren't gimmicks randomly thrown in areas but handcrafted with attention to detail in order to fit the atmosphere, the puzzle and the story.


Solving Puzzles through Exploration and Observation


Not every answer hides in interactive clues and objects, sometimes you need to observe the environment and think outside the box to crack the riddle. Many of the game's puzzles require a combination of clue analysis and general observations which allows the player to experience every puzzle without breaking the overall immersion.


Meaningful Puzzles



Another one of my core principle has been that puzzles shouldn't be random tedious barricades in the experience but parts of the actual experience in a more substantial way. So in The Boy Who Typed Wolf I have tried to ensure that the puzzles have relevant connections with the story and the general atmosphere.


These characteristics are in no way revolutionary but they are my take on how puzzles can reinforce the feeling of solving a mystery first hand and the overall adventure.

Thank you for your time and don't forget to wishlist the game!
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