"Arrrgh! I be needing your help solving me puzzle, so I can be getting me hands on me buried treasure!" - Captain Brickbeard
What is it?
This is a sliding tile puzzle game of a 3D pirate treasure map. The map is housed within a wooden box, decorated with gold.
The 15 tiles are jumbled up (the 16th tile is first removed), you then move the columns, rows or individual tiles around the box until they are all back in their correct place.
Solving the puzzle will reveal the path to the hidden treasure.
How big is it?
The size of the box is designed to comfortably hold in small hands.
- Wooden Box: 16 x 16 studs
- Individual Tile: 3 x 3 studs (there are 16 tiles in total)
- Total Parts: ~322 pieces
Why do you believe this would make a great LEGO set?
- It's fun to build and discover how it works
- It's fun solving the puzzle, which has lots of replayability
- It looks nice displayed on a shelf
- It's very satisfying sliding the tiles inside the wooden box
- It can easily be worked into stories and other forms of play
- It can improve problem-solving skills and spatial reasoning
- At ~322 pieces, it's smaller than most Ideas sets
How long did it take to build and what did you use to build it?
It took me around 3 - 4 weeks to build. I started with a physical prototype to get the feel and movement of the tiles 'just right'. I then used studio.io
to continually refine the design and to make sure each tile fitted visually alongside it's neighbors.
What challenges did you face?
Getting a smooth movement for the 15 tiles, while preventing them from falling out, was tricky and required a lot of trial and error.
Creating the skull on the underside of the wooden box was harder than I thought it would be, this was because of it's small size and also because I was unable to use tile / flat elements as they don't have studs to attach themselves.
I spent a considerable amount of time making multiple design and asset tweaks to make the submission more immediately recognizable as both a sliding tile puzzle game and a treasure map, as I didn't feel the early designs were obvious enough.