At the link, look to the right side of the screen. Scroll down a little and you’ll see a DOWNLOAD OPTIONS panel. Click ZIP to get the whole collection, or click SHOW ALL for an alphabetised list of individual wheel zips.
Jigsaw famously features a long puzzle with an implemented Enigma machine (although I believe it’s only partial, like the machine is missing some parts):
At risk of spoiling people on current games, the other top thread right now is I smell a rat in ParserComp 2024 . Some kind of metapuzzle, investigation ongoing.
I love creating them, but I’m not the most patient player so I don’t know my tolerance for encountering them.
Some examples of my weirdness:
Cursèd Pickle of Shireton Since that game straddles parser and choice systems, one of my original creative concepts was the player would have to switch between parser and choice and use knowledge gained in one to solve puzzles in the other. @CMG wisely talked me down from the ledge saying it would be hard to get the people who’d engage fully with both to play the game, so the parser section of CPoS is optional easter-egg/preview of the endgame that isn’t required to get to the ending but does give insight.
[robotsexpartymurder] On the surface is basically a game about time-managing activities in the flow to be in the right place at the right time and to get everything plot-critical accomplished before the end of the week. There are several opportunities to use knowledge from previous play-throughs to jump ahead or skip. The major ones are:
If you’ve met Ivan before, there’s a segment where the PC meets Ivan and the choices imply the PC doesn’t remember Ivan’s name. If the player knows it, Ivan’s name is a hidden link inside one of the choices that if clicked on directly will allow the player immediately hang out with Ivan in his cube to get plot-critical equipment instead of ending the meeting scene like normal and requiring the player to then decide to visit him for the first time separately which might be after a time-segment jump.
When meeting Alex and going to the underground ACPC rehab facility, the player can examine an elevator with a whole lot of buttons. Alex will push a specific one. If the player presses the correct button while Alex is gabbing with a co-worker, they’re like “oh, you’ve done this before?” and it skips a long cutscene where you tour the facility.
The player can just use the meta commands immediately if they know them before the entire scene where Alex tutorializes them (the game acknowledges you have “robot knowledge”) and even if the player doesn’t use the elevator skip, will omit some scenes in the opening tour that drill this.
There’s a late scene in the game that hints at some of this: When stealthing into the facility at night at Em’s direction, the plan is foiled by encountering a co-worker. When the scene is repeated the next night, the player gets a choice that implies they know what is going to happen in advance which allows them to not get caught.