Lessons from Building My First Word Game: WordRamp

published 3 months ago

This post covers the free tools used and the process I went through to build my first word game, WordRamp.

I wanted to create a different kind of puzzle game after designing and building MirrorMatch a few weeks ago. Word games have a rich history of highly accessible and engaging mechanics to draw from, but creating one that feels fresh while respecting what makes classics like Boggle and Wordle great was a fun challenge. What I ended up making is a new letter scrambler game called WordRamp.

Creating an English Word Dictionary for Games

If you are going to make a word game, you likely won't get far without a way to know if a word is valid. My search for an updated dictionary to use led to one of those moments where I couldn't find a dataset or tools that worked for me out of the box. After testing and ultimately struggling to find good solutions online, I developed a light toolchain for building and optimizing game-ready word dictionaries which I've made public for anyone looking to build their own word games or apps.

I found several options for English dictionaries and each had different caveats in terms of quality, last updated time, and license criteria. Make sure the data source you use matches your requirements that go beyond just the game mechanics.

Here were the attributes of an ideal dictionary I was looking for while building WordRamp:

  • Word Validation: I needed a comprehensive list of valid English words that excludes obscure or undesired content
  • Size Management: The dictionary should be optimized for mobile delivery, there's roughly a million words in the English language and players don't want to download all that every time they play
  • Performance: The dictionary must support fast lookups, sometimes for the sake of prefix matching in type-ahead scenarios or providing hints

To address these needs, I've created two scripts for word game developers:

  • Wiktionary Parser: This Python script processes Wiktionary dumps to extract English words. It includes example filter criteria that you can tweak helping you build a dictionary that's perfect for your specific game needs.
  • Dictionary Formatter: This tool transforms raw word lists into game-optimized formats. It generates both trie structures for efficient prefix matching and length-specific word lists for games like WordRamp that need quick access to words of specific lengths. This script works for any JSON word dataset, not just if it is from Wiktionary.

Again, both tools can be found on GitHub alongside documentation. Whether you're building a Wordle clone, a Scrabble variant, or something entirely new like WordRamp, these tools will help you create and maintain an English word dictionary that is tuned for your game.

The Design for WordRamp

Word games have been around for centuries, evolving from crosswords and word searches to boardgame classics like Boggle and the viral sensation Wordle. Each iteration has contributed something valuable to the genre. Boggle taught us about the joy of finding patterns in chaos. Scrabble showed how strategic thinking could elevate word play. And Wordle demonstrated that simple, shared experiences can create powerful social connections.

These insights guided the development of WordRamp, but I wanted to ensure it wasn't just a remix of existing mechanics. The challenge was to create something that felt familiar enough to be instantly playable, yet distinct enough to justify its existence in an already crowded space.

So what is it? WordRamp is a word game that challenges players to use letters from the last word to build the next word, words must contain unique letters, and word length ramps up and down.

Core Game Mechanic: The Letter Pool

The heart of WordRamp lies in its letter pool mechanic. At first glance, the requirement to reuse letters from your previous word seems straightforward. However, this simple rule creates a fascinating strategic depth that reveals itself as players progress through the 4→5→6→5→4 pattern.

As you ascend in word length, you have the freedom to introduce new letters to your pool. But the real challenge emerges during the descent, where you must carefully remove letters while maintaining viable word options. This forces players to think several steps ahead. A hasty decision in building your six-letter word can leave you stranded with an impossible combination for the descent back to four letters.

The unique letter requirement per word further subverts traditional word game strategies. Players can't rely on common patterns like adding an 'S' for plurals or 'ED' for past tense since each letter must be used exactly once. This restriction creates a surprisingly strategic layer that even experienced word game players must adapt to.

Leveraging the Digital Medium: Time Constraints and Keyboard Presentation

The decision to implement a two-minute time limit wasn't just about adding pressure, it was a deliberate choice aligned with the core philosophy of the reset platform. These short, focused sessions promote a healthy balance between engagement and restraint, preventing the endless gameplay loops that can turn a mental exercise into a time sink.

The time limit also enables meaningful asynchronous competition. Players can compare their performance under identical constraints, creating a fair competitive environment that doesn't demand simultaneous play.

WordRamp's design takes full advantage of its digital medium. The game's core mechanics (tracking used letters, validating words, and managing the ascending/descending pattern) would be cumbersome with physical components. The digital interface instantly highlights available letters, validates word legitimacy, and maintains game state, allowing players to focus entirely on the word scrambling challenge.

Limited Screen Real Estate on Mobile

Phones come in countless sizes and every pixel of screen real estate is precious. Initially, I was determined to innovate on the traditional keyboard layout, thinking I could create something more efficient for word games specifically.

After several iterations and user tests, I learned the hard way that if it ain't broke, don't fix it. Players consistently performed better and reported more enjoyment with layouts that matched their expectations. The standard QWERTY layout with it's tall rectangular buttons for mobile has become so ingrained in our muscle memory that deviating from it often creates more problems than it solves.

What Game is Next?

I'm not sure exactly where to go next after WordRamp. I continue to learn and explore the feasability of shipping some of my other games I've started developing in Love2D and Godot, but haven't fully committed to either yet. I'm hoping to release at least a couple more browser games soon as I've found them very valuable exercises in UI/UX design and game development as I can get feedback from players quickly and take these lessons into my more investment-heavy projects.

To your next word game (whether you're building or playing),
James