Unihfy Games

Glimmerworks

Glimmerworks

PuzzleTreasure HuntHidden CluesLocks and CodesPoint and ClickSingle Player

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A treasure-hunt puzzle game about waking up broken machines. Every level is one hand-drawn scene with a machine that has gone quiet: a lighthouse lamp, a Ferris wheel, a town clock, a mountain telescope, a glasshouse's sun lamp and a rocket on the Moon. Search the scene and its close-ups for clues, numbers, symbols and keys. Each lock you open hands you the next item or clue, and the chain always ends at the machine's power box. Fit the last part, throw the switch, and the machine comes back to life with light, movement and music. Nothing in the scene is marked, so the challenge is in looking carefully and thinking clues through: a code might take its order from one clue, its digits from another and its symbols from a third. Play 36 levels across six places, keep every clue in an automatic notebook, switch some scenes to night to find what only shows in the dark, and buy hints in three steps if you get stuck.

Genre: Puzzle

Difficulty: Hard but fair: short chains and clear clues in Lighthouse Cove, then longer chains, decoy clues and codes that combine three clues by the Moonbase

About Glimmerworks

Six places, six machines

Lighthouse Cove: a cove with a lighthouse whose lamp has gone dark, the keeper's hut and its cellar, a rowboat, lobster pots and crates on the shore. Wake the lamp and the beam sweeps across the sea.

Night Carnival: a midway with a generator shed, a tin-duck shooting gallery, a ticket booth, Madame Zora's fortune machine and a big top. The Grand Wheel, a Ferris wheel with ten cabins, waits for its lamp, its drive and its fuse.

Clocktower Square: a bakery, a clockmaker's shop, a fountain and a post kiosk round a clock tower that stopped years ago. Wind the clock, hang its pendulum and release the brake, and the bells ring out over the square.

Snowpeak Observatory: a mountain top under the aurora, with a cable car station, a weather shed, a radio hut and a keeper's cabin. The great telescope in the dome needs its lens and its motor running.

Glasshouse Garden: a potting shed, four flower beds, a pond and a rose arbour round a great glasshouse. Fit the sun lamp, get the mist pump going, and the whole house blooms.

Moonbase Rocket: a habitat, a rover garage, a comms hut and a solar farm round a rocket on its pad. Load the fuel cell, fix the gyro and arm the launch console for lift-off.

Each place has six levels. The place stays the same, but every level hides a new chain, with different items, clues and locks. The early levels have three or four locks; later ones run to seven or more and add decoy clues that look useful but are not.

Reading clues

Every clue in a level is used, though not always on its own. A code might take its order from a list on one note, its digits from a count you make in the scene, and its symbols from a plaque somewhere else. When a lock has wheels or buttons, count how many it needs: that tells you how long the answer is.

Some clues are things to count, like the cabins on the wheel, the loaves in the bakery window or the stars in a constellation. Others need reading the right way: a note held up to a mirror, a tag hung upside down, a clock reflected in a window, or a number that has to be read backwards, sorted or subtracted.

On levels with a sun and moon button, some clues only show in the dark: glow-in-the-dark paint on a wall, an oar or a bench. Switch to night and look again at places you have already searched. Watch out, too, for a second glowing message that is a decoy.

The notebook

Every clue you read is kept in the notebook as a small card, page after page, in the order you found them. Tap a card to read it again in full, with its drawing, digits, colours or symbols. The notebook opens over everything else, even over a lock you are working on.

Hints, stars and coins

If you are stuck, the bulb button opens a hint card for the step you are on, or for the lock you have open. Each step has three hints: a nudge in the right direction, which clue matters, and finally the answer. They cost 3, 6 and 12 coins. If you run out of coins, a free hint comes ready after two minutes of play, and the bulb glows to show it.

Stars come from how much help you needed: three stars for a level solved with no hints at all, two stars if you used no more than three hints and never bought an answer, and one star otherwise. A star on a level opens the next one.

You start with 30 coins. Each step of the chain that you finish without a hint pays 3 coins, and the stars pay 5, 10 or 20 at the end. Both only pay the first time: replaying a level pays nothing for its steps, and only stars you have not won before add coins.

Sound and what the game keeps

All the sound is made in code: the click of dial wheels and the clunk of a bolt shooting back, the rustle of clues, a different waking sound for each machine (a foghorn, a calliope, the tower bells, a dome motor, a burst of mist and a rocket's ignition), and the background of each place, from waves and gulls to crickets, mountain wind and the hum of the Moon base. Each place has its own gentle tune that picks up a beat once the machine is running. The speaker button, the pause card or the S key turns it off, and the game follows the site's mute as well.

Your stars on every level, your coins and your sound setting are saved on Unihfy Games in this browser. A level in progress is not saved: leaving it and coming back starts that level again.

Reviewed By
Kaushik Hirpara

Developer · Game Reviewer

Kaushik Hirpara is a full-stack developer and game reviewer at Unihfy Games. He does most of the work of bringing games to the site — adapting them to run properly in a browser, getting them working on phones, playing them, and writing up what players need to know.

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Game Created By

Unihfy Games

Glimmerworks is an original game created and published by Unihfy Games. We continue to improve it with new features, gameplay enhancements, and platform optimizations.

Designed and built in-house by Kaushik Hirpara at Unihfy Games. All code, art and sound are original.

Proprietary SoftwareAll game credits

How to Play

  • Pick a level on the Switchboard, a power panel with a plate for each place. Each plate has six bulbs, one per level. Lit bulbs are levels you have solved, with their stars underneath, and the bulb that pulses is the next one to play.
  • Look around the scene. Tap anything that seems worth a closer look: a boat, a crate, a window or a shelf zooms in to a close-up, and close-ups can have close-ups of their own. Nothing is highlighted, so take your time and check the corners.
  • Pick up anything you can carry. Items go in your bag at the bottom (or the side, on a wide screen). To use one, tap it so it lifts, then tap where you want to use it. Some items need to be put together first: select one, then tap the other.
  • Read every note, sign, label and scratch you find. Each one is copied into your notebook, with a red badge on the notebook button when there is something new. Items can carry clues too: tap a selected item again to look at it closely.
  • Work out each lock from the clues and open it. A lock might be a number dial, a ring of symbol wheels, a row of notched sliders, a grid of push buttons, coloured buttons pressed in the right order, or a keyhole. Most open the moment they are set right; colour buttons are checked once enough are pressed.
  • Follow the chain to the machine. Every lock hands out the next part, and the last ones go into the machine itself. When it is ready, throw the main switch: the view pulls back, the machine wakes up, and the results show your stars, time, hints used and clues found.

Gameplay Preview

Features

36 hand-drawn levels across six places, each with its own machine to wake
Clue chains where every lock hands out the next part
Six kinds of lock: number dials, symbol wheels, sliders, push-button patterns, colour orders and keyholes
Nested close-ups, items to combine and clues hidden in plain sight
No highlighted hotspots: the challenge is in looking and thinking
Night mode on some levels, with clues that only glow in the dark
An automatic notebook that keeps every clue you find
Three-step hints for every step, bought with coins you earn
One to three stars per level, from how much help you needed
The Switchboard level select, with a bulb for every level
A switch-on finale for every machine
Music and sounds for every place, all made in code
Mouse and keyboard on desktop, tap controls on phones and tablets

FAQs

Where do I tap? Nothing is highlighted.

That is on purpose. Nothing in a scene glows or changes the cursor, so finding things is part of the puzzle. The places to tap are generous, though: if something looks like you could open it, look inside it or read it, tap it. Boats, crates, windows, shelves, doors and signs are good places to start.

How do I use an item?

Tap it in your bag so it lifts up, then tap the place you want to use it. If it does not help there, the game says so and nothing is lost. Tap a selected item a second time to look at it closely, which can show a clue written on it.

How do I combine items?

Select one item in your bag, then tap the other. If the two go together, they fly together and become one new item, for example a rope and a hook making a grappling hook.

I have every clue but the lock will not open. What am I missing?

Most codes use more than one clue. Check the notebook: one clue may give the order, another the digits or symbols. Make sure you have read it the right way round, since some clues are mirrored, upside down or meant to be read backwards. On levels with a sun and moon button, look again at night. If you are still stuck, the bulb button gives a nudge first and only shows the answer if you ask for it.

What is the sun and moon button?

Some levels can be switched to night. A few clues, such as glow-in-the-dark paint, can only be seen in the dark, while other things are easier to see by day. The button only appears on levels that use it.

How do the stars work?

Three stars for a level solved without any hints, two stars if you used three hints or fewer and never bought an answer, and one star otherwise. Any star opens the next level, and you can replay a level later to earn more.

How do I get more coins for hints?

Each step of a chain you finish without a hint pays 3 coins, and the stars pay 5, 10 or 20 when you finish a level for the first time. Only new stars pay on a replay. If you run out, a free hint comes ready after two minutes of play.

What happens if I leave in the middle of a level?

The game pauses and the sound stops. When you come back, the pause card is waiting with everything as you left it: choose Resume to carry on, Restart level to start it again, or Level select to go back to the Switchboard. If you close the game completely, your stars and coins are kept, but the level you were in starts again.

Can I play on my phone?

Yes. Everything is done by tapping, and the game fits the scene to your screen in portrait or landscape, with the bag under the scene or beside it. The buttons at the top stay clear of the site's close button.

Is my progress saved?

Yes. Your stars, coins and sound setting are kept in this browser on Unihfy Games. Clearing your browser data removes them.

Who made Glimmerworks?

Glimmerworks was designed and built in-house at Unihfy Games by Kaushik Hirpara. Its code, art and sound are all original, and every scene, machine and sound is drawn or generated by the game itself.

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