
Aug 06, 2025
Behind the Clues: Designing a Puzzle that Didn't Launch

Earlier last year, I had the opportunity to design a brand new puzzle concept called Masterbrain. Inspired by the classic board game Mastermind, the goal was to bring a satisfying logic-deduction experience to a digital puzzle format, modernised for today's solvers.
I'll share the thinking behind the idea, how we approached building and testing it, and why we ultimately decided not to move forward with a full release and why that's okay.
From Concept to Creation
Masterbrain was developed during a broader exploration of new puzzle formats. We were experimenting with fresh logic mechanics, aiming to create something that was easy to understand, fun to play, and rewarding to solve.
It was one of several ideas we were actively prototyping at the time, alongside:
- Sequences, a puzzle based on identifying the next item in a logical series, somewhat similar in spirit to LinkedIn's Pinpoint.
- Sorted, a ranking and ordering puzzle that was eventually developed into a fully fledged product.
- Masterbrain, a logic deduction puzzle inspired by Mastermind, built for digital play.
Out of the early prototypes, Masterbrain stood out. It had a clean concept, low barrier to entry, and offered just the right amount of challenge to keep solvers engaged.
Designing the Experience
At its core, Masterbrain tasks the player with cracking a secret code. After each guess, the player receives feedback about how many elements are correct and in the correct position. The goal is to use logic and deduction to work out the correct combination in a limited number of moves.
While the rules were familiar, building a smooth, digital-first version required careful consideration:
- Interface and clarity: The visual feedback needed to be instantly understandable without crowding the screen.
- Difficulty scaling: We wanted to offer accessible early levels as well as more complex challenges for seasoned players.
- Fair logic: Each puzzle had to follow a single, solvable path using logical reasoning, with no guesswork or ambiguity.
One of the most exciting aspects of Masterbrain was that it was designed from the ground up to be fully accessible. We built it with screen reader compatibility and full keyboard navigation in mind, allowing visually impaired users to engage with the game independently. We also explored colour-independent feedback systems to ensure colour-blind users could enjoy the experience. Accessibility was not an afterthought; it was a core part of the design from day one and it set a new internal standard for how puzzles could be built moving forward.
We tested a variety of formats including colours, numbers, abstract icons each influencing the way players approached the logic differently. Watching those interactions during testing helped us fine-tune how feedback was delivered and how players learned from each guess.

Testing, Feedback and Letting Go
After extensive testing and iteration, we made the decision not to take Masterbrain forward into full release. While the puzzle was well received during testing and had a strong underlying mechanic, we felt it lacked the long-term depth and replayability needed to stand on its own as a product.
And that is perfectly fine.
Not every idea is meant to go the distance. Part of the creative process is knowing when to pause, re-evaluate, and make space for something new. Masterbrain didn't quite have the legs to justify a full launch, but it played an important role in shaping how we approach puzzle development as a whole.

A Personal Highlight
Masterbrain was a rewarding project to build. It reflected the type of puzzle I love solving myself — logical, structured, and built around moments of realisation. From initial sketches to live prototypes, it was a deep dive into what makes a logic puzzle feel fair, satisfying, and fun.
The experience also reinforced the value of iteration and testing. Building something good is not just about chasing the best idea, but also being willing to put aside the ones that do not quite land, no matter how much time or effort went into them.

Final Thoughts
Designing puzzles is a blend of creativity, restraint, and constant learning. Masterbrain might not have made it to launch, but the work that went into it pushed our thinking forward in meaningful ways, especially around accessibility, game feel, and user experience.
Thanks for reading, and as always, happy puzzling.