Tiles Collector by dhim
Tiles collector
- Play it here : dhmmasson.github.io/tilesCollector
About Tiles Collector
Tiles Collector is a minimalist puzzle game where you collect unique color pairs by carefully arranging colored tiles in 1D friezes and 2D grids.
Your goal: fill each row and column to maximize the number of distinct adjacent color pairs — a bit like dominoes, a bit like sudoku, but with a colorful twist.
The game starts simple, with just two colors in 1D mode, and ramps up the challenge as you unlock more colors and dimensions — from 2, to 3, and finally 4 colors, exploring the full complexity of 2D tiling.

Gameplay Modes
I managed for once to have :
- A Tutorial Mode – that guides you through the controls and the game logic
- 3 Daily Challenges – Three new puzzles every day with an online leaderboard.
- A Sandbox Mode – Experiment freely and create your own beautiful, balanced grids.
Features
- Clean aesthetic inspired by The New York Times games (coping...) .
- Silent by design — perfect for thoughtful play or your own background music (coping x2).
- Fully web-based, built with p5.js, HTML, and CSS, compatible with desktop and mobile (as much as I could on the only phone I have).
- Developed and hosted using Quarto and GitHub Pages during the 48-hour jam, with regular commits and releases all along the 48 hours. Go checkout the repo and please ⭐ star the GitHub repo — it means a lot!
Behind the Design
This idea has been in my mind for at least eight years, an idea that never quite fit previous Ludum Dare themes until now. Tiles Collector stems from an ongoing mathematical obsession: finding a tiling that simultaneously contains all possible color pairs in rows and columns and all possible 2x2 color squares. While proven impossible for 2 and 3 colors, the 4-color case remains an open question. I wanted to create a game where player would help me explore that possibility, but I could not manage to add the 2x2 color squares visualisation and scoring during the jam so part of the mystery is still there.
| github | https://github.com/dhmmasson/tilesCollector |
| HTML5(web) | https://dhmmasson.github.io/tilesCollector/#game |
| Original URL | https://ldjam.com/events/ludum-dare/58/tiles-collector |
Ratings
| Overall | 46th | 3.756⭐ | 43🧑⚖️ |
| Fun | 80th | 3.475⭐ | 42🧑⚖️ |
| Innovation | 5th | 4.375⭐ | 42🧑⚖️ |
| Theme | 105th | 3.563⭐ | 42🧑⚖️ |
| Graphics | 146th | 3.141⭐ | 41🧑⚖️ |
| Given | 22🗳️ | 52🗨️ |
@evgenii-petrov, thank you ! have you try the daily ?
@gwhyang thank you!
@captaindreamcast you are smart! Thanks for the kind words!
- @kassanu: I really wanted to implement the square 2x2 mode, which is for me the real challenge. With 3 colors, it is fun to play the full board.
- @alex-mulkerrin Daily challenges were really something I wanted, sadly not so many people are inputing their highscore :(
Et en voyant ton profil sur github, je constate que nous sommes voisin. J'habite à Pau :)
1. Puts the hints below
2. Switch to vertical mode (broken)
@torte478 : Having a tutorial was **one of my goals** for this LD, I had previously always wrote some brief instruction at the end of the compo
Tutorials and guidance were good so I could easily figure out the goal.
Very cool taking a mathematical concept like this and making a game out of it! The tutorials were educational and very well made in the way the introduced the rules.
Your game is also very cool. I really like all the geometric patterns!
When I got to level 6 I thought that's enough for one day haha, but I'd love to revisit this if I want to play something challenging! Great work!
After recognizing these derived rules, it also became clear to me that the generated puzzles were not "perfectly" solvable - any row that generates 3 matching tiles in a row will be missing points, as will one that (in 3-color mode) has 4 instances of a single color.
On an instinctual level, the puzzle not having a "correct" solution feels kinda wrong, but after thinking about it some more, I think it's probably okay. Especially in a compo game, I don't know how practical it'd be to generate a system for guaranteeing perfect solvability, and even if you could it wouldn't necessarily make it a more-fun game. If it made the puzzle too repetitive, it might actually make it less fun!
With all of that in mind, the inclusion of the scoreboard is a very good idea. You can see what the puzzle's current best score is to have an idea of what the upper bound will probably be. It's probably possible to determine what they highest possible score could be, but I don't think it's a bad thing for it to be left open-ended; proving that your solution can't get any better could be a part of the fun.
I do think the satisfaction of finding the "perfect" arrangement of numbers in sudoku puzzles & similar logic games is an important element of that whole genre. So even with the upsides I outlined above, the not-perfect-ness of this game's puzzles may still be a detriment to folks' enjoyment (or at least a barrier to entry). That said, sudoku sets a very high bar - to create a puzzle concept that draws comparison to it in 48 hours is a great result!
Nice work on this one, I'm glad I got the chance to play it!
Bonus feedback lightning round:
* The color-picker selection method was intuitive, I liked click + drag interface (and would work well with mobile)
* Having an option to clear a color would be very useful, as would "clear row", "clear column", and (maybe most importantly) "undo"
* In the tutorial, being able to hide the pop-up to review the game state hidden behind it would be very useful. Sometimes I finished a tutorial, but would've liked to review the solution after reading the message at the end - a way to confirm my understanding of the concept is complete.
* Experimental idea: letting player specify a "best score possible" for a certain row / column could be useful - kinda like marking a square with a flag in minesweeper, it helps the player remember logical deductions they've previously worked through.
* Having more-clear distinction between player-filled & pre-filled tiles would be very helpful. When doing sudoku, my terrible handwriting is very clearly distinguishable from the nicely printed pre-filled numbers; this helps me understand what can be rolled back & undone vs. what must stay. Maybe having a textured crayon / colored-pencil look for player tiles to contrast flat pre-filled boxes?
* Dots on the problematic edges is good for readability when I got used to puzzling.
* Reading the score display on the right side was a bit tricky. Some grouping of the tile-pairs may be helpful: separate rows / columns for each leading color would make it easier to review which type of tile is underutilized.
* I bumped the escape key while submitting my score and lost my progress :cry:. No biggie given the time constraints, but having some confirm pop-up before losing the puzzle stuff (or just removing the hotkey) would be a-okay by me.
- There should not be generated puzzle that have impossible rows... I construct the rows from possible variation and remove some tiles...
fun fact (spoiler)
!> For the three-color line puzzle, there exist only 4 variants
!> 001021122
!> 001022112
!> 001102122
!> 001120221
!> All possible lines are just offsetting and transposing the colors (what color, 0,1,2 are associated with)
!> For 4-colors it 864 unique combinations.
However, for the 2D, I don't enforce the columns. The only grids that I know that are perfect are *boring* (offsetting the rows by one). I don't know if there are other perfect grids that are not boring. What I did not check either was : Is there a unique solution or multiple solutions to a given puzzle.
In a sense, I wanted to have a unique puzzle for the 1D, with maybe different levels of difficulty (like Sudoku). But for the 2D as there are no perfect solution, I wanted the goal to find the best possible, so if several grids are possible, I think it is better. Although I don't test while generating the grid that there exist multiple grids that have perfect rows. So maybe the best score is maybe not a satisfying grid..
My end goal is, in fact, to find interesting perfect grids. I was thinking a bit like the protein folding game, to use human creativity and problem-solving capabilities to explore the space of possible grids.
Well I have two research questions :
- Are there non-boring perfect grids
- Are there amazing perfect grids: Where Amazing are grids that have all the possible 2x2 squares.
I know there exist Amazing grids, but all the grids that I know of are not perfect. I know that for 2 and 3 colors there are no perfect Amazing grid (or amazing perfect grids).
Related to the spoiler:
!> I didn't actually do the proof for myself, but I had the impression that the number of options was limited like this. Mentally I was considering the rows in terms of "there must always be a pair of each color, and there will be a fixed number of 'loose' tiles that must fit around them in ways that create the missing combinations.
I like your idea of scoring 2x2 squares. The idea that they're aesthetically pleasing & but difficult to perfectly optimize is good. Making the maximum score uncertain (and always presenting it as a high scoring challenge) makes it easier to pick up & put down, and maybe can make it even more fun for a group of friends to talk about.
One idea I had while typing this: even though it's a optimization challenge (not a pure-puzzle solve) maybe it'd be nice to have some loose "grading" system for your solution to give folks an objective benchmark for their result. A bronze / silver / gold medal award, or a 3-star system. A solution that at least gets the points for all rows being "solved" gets bronze or silver, but getting gold depends on you achieving some level of high score in the columns, 2x2s, or other scoring categories.
That would help folks have a kind of "off-ramp" that's satisfying when they've pushed as far as they can in the puzzle. From one perspective that kind of thing's unnecessary - just seeing how high you can go might be satisfaction enough. For a lot of folks, though, it'll help to get a little encouragement from the game to push a liiittle further. At the point they can consistently reach "gold" they'll know if they have the personal drive to take the high score higher!
It really gets too difficult for me, but again, that's just me. The minimalism and clean design is real nice. I would still have loved some chill-out background music to be there. I read you wanted players to choose their own background music, but some default theme would have been a nice addition.
Overall I believe this is a solid game that could definitely be something to keep working on. I am sure out there there are plenty of players that enjoy fiddling with this kind of challenges
@doctor-zeus I had this idea of the copper,silver,gold.(or stars) levels at some point and I forgot. But it's true that's a great idea, and your rational for it is exactly what I wanted
I love the color picker. I rarely see cool interfaces like this, it's always just a lot of buttons all over the screen, but you came up with an interface perfectly suited for how it was being used. I also like that the game was part of a bigger webpage with links to the source, the change log, etc.
I hope that you get to share your puzzles even after the jam is over, and that someday a company like NYT wants to buy this game from you.
I have a background as a Human-Computer Interaction researcher, hence the UI tricks (the menu is called a marking-menu, you find it in a lot of application and game)
Very nicely implemented!