Hi all — solo dev here, currently deep in the pre-launch beta phase for Vandoras, an interactive puzzle novel built on Ink (compiled via inklecate, run through inkjs bridged into a native iOS app).
Structure: three narrative tracks, twelve chapters plus interludes, with puzzles that gate branch points rather than sit outside the story: lock mechanisms, gear trains, and glyph alignment puzzles tied directly to the narrative choices you’ve made. Full voice narration on illustrations. All puzzles have optional hints and an optional auto-solve: my guiding principle was “The game is the story and the story is the game.” Puzzles are part of the experience but should not cause a permanent block for those not interested in challenging puzzles. The hint system can be disabled for those who want the challenge to gate their progress.
It’s approved through App Store Connect and heading toward manual release in mid-to-late August. Before that, I’d love more eyes on it, especially:
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Pacing across the three tracks (Concordance, Ledger, Unwinding)
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Whether the puzzle-gates-narrative structure feels earned or like friction
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Any bugs, especially on iPhone SE or iPad (most on-device testing done on iPhone 17 Pro).
TestFlight link: Join the Vandoras beta - TestFlight - Apple
Feedback welcome here in the thread or directly to support@lesliestreetstudio.com. Happy to answer questions about the Ink implementation too, if anyone’s curious about that side of it.