Inspiration The project was inspired by traditional tangram puzzles and the calming nature of spatial reasoning tasks. I wanted to create a digital experience that stripped away the typical high-stress elements of gaming..like timers and high scores..to focus entirely on the satisfying "click" of pieces fitting together. The goal was to build a clean, zen-like environment for pure problem-solving.

What it does Fragmentary is a minimalist puzzle game where players arrange scattered geometric shards to perfectly fill a target silhouette. It challenges spatial awareness by requiring players to manipulate various shapes without overlapping or exceeding the boundaries of the goal area. It provides a tactile, meditative experience centered on precision and visual alignment.

How I built it I built the game using a coordinate-based collision system to ensure that shapes detect boundaries and each other accurately. The "snap-to-grid" mechanic was developed to give players satisfying feedback when a piece is correctly placed. I focused on a minimalist UI/UX, using clean lines and a soft color palette to maintain a focused, stress-free atmosphere.

Challenges I ran into The most difficult part was implementing accurate "overlap" detection for complex polygons. Ensuring that pieces wouldn't clip into each other while still allowing for tight, precise fits required a lot of testing. I also spent a significant amount of time refining the drag-and-drop physics so that the movement felt smooth and responsive across different screen sizes.

Accomplishments that I'm proud of I’m particularly proud of the "snap" mechanic, which provides a high level of tactile satisfaction when a puzzle is completed. Achieving a balance between difficulty and relaxation was a major goal, and I feel the progressive level design introduces complexity without becoming frustrating. I’m also proud of the overall aesthetic, which stays true to the minimalist vision.

What I learned This project taught me a great deal about geometry-based programming and the complexities of hitboxes for non-standard shapes. I also learned about the importance of "game feel"..how subtle visual and haptic cues can make a simple interaction feel much more rewarding. It reinforced the idea that sometimes "less is more" in game design.

What's next for Fragmentary I plan to get feedback from the community on it!

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