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Case study: how we made the ropes in Twisted Ropes feel like jelly
Case study2026-10-30 · 5 min read

Case study: how we made the ropes in Twisted Ropes feel like jelly

Twisted Ropes looks simple: drag the pegs until no rope crosses another. Making it feel good took three rebuilds. This is how it went, and what we would do again.

Twisted Ropes game
Twisted RopesUntangle the stretchy ropes. Drag the pegs until nothing crosses.▶ Play
Goal A tangle puzzle that feels good to touch   Board 4 columns by 6 rows of pegs   Levels 40, all checked to be solvable

Version 1: straight lines

The first version drew each rope as a straight line between two pegs. The rule was easy to build and easy to check: two lines cross, or they do not. It worked, but it felt like a geometry exercise. Nothing about it made you want to pull a rope.

Version 2: curves and over and under

We asked a better question: what would make people want to untangle things? Two answers came out. First, ropes that bend into soft curves. Second, ropes that pass over and under each other, so a crossing is something you can see and remove. We also added three helpers: Cut removes a rope, Freeze locks one in place, and Hint points at a useful move.

Level 12: five crossings left. Crossings are shown with small circles so you know exactly what to fix.
Level 12: five crossings left. Crossings are shown with small circles so you know exactly what to fix.

Version 3: a rope that behaves like a rope

The third version made each rope a chain of about twenty connected points. Each point is pulled towards its neighbours, like a string of beads on springs, so the rope swings and settles when you let go of a peg. We then spent most of the time on feel: how stretchy the rope is, how quickly it stops wobbling, and how much the pegs bounce when you pick one up. The aim was a rope that feels soft and slightly silky, not stiff and not floppy.

Small touches matter here: a rim shade and a soft shine on each rope so it looks round, a little jiggle when you pick up or drop a peg, and ropes that gently push apart when they are not tangled.

Making sure every level can be solved

Nothing spoils a puzzle like a level that cannot be finished. So the levels are made by code, and every one of the 40 was checked by an automatic player that has to find a way to solve it. We also check that the ropes stay stable and never end up in a state that has no way out.

Level 30: more ropes, more crossings, and the same promise that there is a way out.
Level 30: more ropes, more crossings, and the same promise that there is a way out.

What we learned

  • Feel beats features. The biggest jump in how good the game felt came from soft physics, not from a new rule.
  • Test with a robot. An automatic solver caught impossible levels long before a person would have.
  • Change a few numbers at a time. Softness, damping and bounce are all linked. Changing one without the others hides what each does.
  • Start simple, but do not stop there. Version 1 was needed to prove the rule. It was never going to be the game.

Want to try it? Play Twisted Ropes, or see more in online puzzle games.

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