The pieces go in the holes. That's kinda the whole thing.
You've got one minute* to get all the shapes in the holes. The board, colors, and shapes are assembled into a new layout each day.
One chance, every day. Win or lose, it's up to you!
*Time limits are customizable with modular difficulties. More info below!
Includes... gameplay mechanics!
Easy-to-understand mechanics make Piecewise more than just a drag-and-drop game.
Bringing real life into the digital world, Piecewise allows you to hold two pieces at a time, one in each hand. This is a huge step forward for video games as simulation this precise was previously impossible.
To further enhance the experience, pieces can be rotated while held, allowing for easier identification of the subtleties of their shapes.
With these mechanics, you'll be able to manipulate pieces with superior tactility, as if they were real physical items.
Master the skill of... holding things and putting them in specific places!
Bet on yourself with wager-based leaderboards!
Show off your skills on the daily leaderboard with modular difficulty modes (and score bonuses)!
Piecewise's time limits are fully customizable to accommodate all skill levels and abilities. But on the global leaderboards...
Shorter, more difficult time limits apply bonus multipliers to your final score.
Bet on your own success to dominate the leaderboards! But don't be overconfident: if you fail, your time won't be ranked...
It's a simple game, designed to make improvement fun.
Piecewise may appear simple and straightforward, but was designed to have a high skill ceiling. Push your limits and master the game!
The game provides features to let you practice and track your improvement:
Personal record-keeping
Daily online leaderboards
...And additional content separate from leaderboards and other players:
Themed challenge boards
Practice mode
Endless mode
Made through 300+ hours of hard work and human artistry. (Games really take FOREVER to make, don't they?)
Piecewise contains NO generative AI output, and AI was not used in any capacity during the game's construction. I take pride in making my games, and refuse to let machines take the fun parts away from me.
I've also documented the game's development with developer commentary tracks, going over how and why I made this game. There's lots of insight on my design process, stories and struggles from development, and more!
Developer's Note:
My first game was a small project with an important message, a really short experience that didn't need much polish.
For my second project, I wanted to make another small game with a fun and replayable gameplay loop and great execution. That second game was Piecewise!
Its not as lofty or thematically ambitious as "an unplayable game?!" was, but I think it's a lot more fun to play. I took a simple (if a bit derivative) concept and pushed it as far as I could, with the goal of making a game that's fun to master.
In a way, Piecewise is all about self-improvement, for me AND for you.
I designed the game to motivate you to push your limits and improve your skills, because that's an important part of any fun game. It's a lesson that I wanted to learn, to make all my future games better.
It was an investment in myself, and my learning, and ALL my future projects, and that's why this is a really important game to me. It helped me improve as a developer, designer, and artist in a TON of ways, and I can't wait to use those skills to make even better games for you <3
And of course, I think it turned out pretty good in the end :)
Thank you for your interest, and please enjoy Piecewise!
hi everyone. if youve been keeping up with piecewise, you might know that we were on the verge of the demo re-release, with a big update and a browser version on itchio. and we…
the last big menu overhaul is DONE! i'm super happy with every menu in the game now, they're all updated and expanded:) and this one is super important, since the game is…
happy pride month!!! I've always planned to have custom colors in-game for specific holidays, and thanks to some awesome timing that system JUST got finished up. so for the next…
finally, all the little visual updates are done! i whipped up a new particle system, reworked a couple minor systems, and in general smoothed a bunch of stuff out. lots of minor…
this was originally going to be bundled with a few smaller visual updates, but this menu rework turned out so good that i want to get it live on steam as soon as possible. those…
new update! now that a lot of the baseline fixes and improvements are done, i'm moving on to bigger features/changes as we get closer to the full release. so i started out with…
another demo update! still just focusing on polishing up the game wherever I can. i've planned out the rest of the pre-launch updates, and they'll be releasing with a BIG change…