Electrical Repair Puzzles

 
 

Ui based puzzles

Some of Thermocline’s puzzles are UI-driven “terminal” moments that gate progression at key narrative points. I implemented the puzzle interfaces, handling input, feedback, success/failure states, and clean resets so players can retry without punitive dead-ends. Each puzzle type has two difficulty tiers used at different points in the game, with Level 2 variants expanding complexity while preserving the original interaction language.


breaker reset

Designed and implemented a breaker-reset puzzle from scratch where the player must flip labeled switches in the correct order. The solution is deduced from diegetic sticky-note hints, and the interface provides clear failure feedback before resetting for an immediate retry. The Level 2 version increases complexity with two additional switches and introduces a second pass: the player revisits the panel and discovers a previously hidden note, allowing the same puzzle space to be replayed with a small order change.


relay swap

Implemented the relay-swapping puzzle UI where players place colored relays to route matching signals from inputs to outputs. I built the Level 2 variant end-to-end, adding an additional color and designing a more complex routing layout, then implemented the full interaction loop. Level 1 and the base concept were designed/implemented by Dean (decenttreatment) Level 2 design and implementation were mine.