A Spokes word board - nine wheels, words on every spoke
Scope An original game - idea, mechanic, and code by Hallitse Oy
Status In development - generator, solver, and a playable build running
Surfaces Native iOS and Android app, for the App Store and Google Play
Games Words, colours, and three tiers of times tables

The idea

Most word puzzles let you settle one answer and move on. This one does not. Wheels sit on a grid, and where two wheels meet, their facing spoke tips have to read as a real pair - sun, then flower. Turning a wheel to fix one junction moves all four of its words at once, so it breaks the neighbours. Nothing can be solved on its own.

Each spoke also carries a different word on its back, so a wheel holds twice what it shows and you are always deciding between what is in front of you and what you know is behind it. That is the whole game, and it belongs to us - no licence, no clone, no existing title it is a variation of.

What we built

1One mechanic, five games

The same wheels carry compound words, colours that must match the word the next tile names, and three tiers of times tables - so the puzzle grows with the player instead of ending.

2Boards that build themselves

Nothing is hand-authored. A generator builds each board on the device, at any of five sizes, so no two games are the same and the puzzles never run out.

3A solver that guarantees the answer

Every generated board is run through a solver before it is served, and rejected unless it has exactly one solution. A puzzle that can be won two ways is not a puzzle.

4Difficulty that is measured

False readings are planted deliberately, then boards are kept only if they resist being unpicked by elimination. Hard is a property we test for, not a label we attach.

Design and detail

The interface is an instrument, not a document: true neutral greys and a single industrial orange, with colour reserved for the places it carries meaning - green when a join locks, and the puzzle's own hues, which belong to the game and never to the chrome. Every join is drawn with a direction arrow, because a rule held in the head at every junction is a cost paid before the puzzle even starts.

Every design decision here was settled by measuring rather than guessing. Mirroring the wheels looked like the obvious way to make them harder, and measurement killed it: it doubles the states while showing the same words, and produced no playable board in thirty attempts. Two faces produced thirty. That habit - build the cheap instrument, measure, then decide - is the same one we bring to client work.

Built on

A TypeScript engine - generator, solver, and difficulty analysis - heading for the stores as a native app.

TypeScript React Native Expo iOS Android esbuild