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About the Developer

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Hello and welcome to TrickySquares.com. My name is Derek Hampton, and I am the maker, developer, and designer behind Tricky Squares, an HTML5 puzzle game designed for mobile browsers. I built this game from the ground up, combining my love for puzzles, technology, and interactive design into one challenging but fun experience.

This page is here to share a little about who I am, why I made Tricky Squares, and where I see this project heading in the future.

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My Background

For as long as I can remember, I’ve been fascinated by problem-solving. Growing up, I was drawn to puzzles, strategy games, and challenges that required focus, quick thinking, and creative solutions. That curiosity eventually led me toward experimenting with digital projects, building small tools, and exploring how games could sharpen the mind while still being enjoyable and accessible to anyone.

Before I started developing games, I worked on various web-based projects, focusing on usability, content creation, and digital experiences. Over time, I realized that game development combined everything I enjoyed: design, creativity, user engagement, and technical problem-solving. That’s where the idea for Tricky Squares began.

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Why I Made Tricky Squares

Tricky Squares started as a simple idea: what if there was a fast-paced, minimalistic puzzle game where the only rule was to spot the difference under pressure? I wanted to design something easy to pick up but hard to master, giving players that “just one more try” feeling.

At its core, Tricky Squares is a 
game of perception and reaction. You’re presented with tiles, and you need to quickly spot the one that doesn’t fit. The longer you play, the harder it gets—more tiles, less time, and higher stakes. It’s a test of focus, memory, and attention to detail.

I made this game for people who enjoy quick, challenging experiences that they can play in short sessions, whether they’re commuting, taking a break, or simply looking for a mental workout.

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My Vision for TrickySquares.com

While Tricky Squares is the first official game on this site, my goal is to create fun, skill-based browser games that players can enjoy anywhere — from desktops to mobile devices. I want TrickySquares.com to become a home for unique, replayable, and rewarding puzzle experiences. Over time, I plan to release updates, introduce new power-ups, and expand the reward system to keep players engaged.

Some features I plan to add include:

• Leaderboards & Competitions: Friendly competition is a great motivator, so global scoreboards and seasonal events will play a role in future updates.

• Community-Driven Features: Feedback from players will shape the evolution of the game. If the community asks for something that fits the vision, I’ll work on it.

• In-Game Store Purchases: Power-up bundles and other enhancements that help you boost your score.

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My Approach to Development

I believe games should be accessible, transparent, and fun. That means:

No hidden costs – Tricky Squares can be enjoyed for free. Ads and optional rewards are there for players who want to boost their progress, but they’re never required.

Fair play – Rewards are clearly explained, and gameplay is designed to test skill, not trick players into spending.

Continuous improvement – I treat development as an ongoing process. Bugs, feedback, and new ideas are opportunities to improve the experience.

Every part of Tricky Squares is designed with the player in mind. Tricky Squares was built as a mobile-friendly HTML5 puzzle game with a minimalistic design. If something feels confusing or frustrating, I want to know about it so it can be fixed or improved.

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About Me Personally

Outside of game development, I enjoy exploring new technology, learning about design trends, and experimenting with creative projects. I’ve always believed in blending work and play, and developing games gives me the chance to do both at the same time.

I’m also passionate about building online communities where players and creators can connect. Games aren’t just about competition—they’re about connection, creativity, and fun. That’s why I look forward to engaging with players, hearing stories about how they enjoy the game, and using that feedback to make the experience better for everyone.

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Looking Ahead

Tricky Squares is just the beginning. My long-term goal is to build a small collection of games under the Tricky Squares brand that challenge players in different ways—whether through puzzles, reflexes, or strategic thinking.

I see TrickySquares.com not only as a platform for fun but also as a place where people can exercise their minds, take short breaks, and feel a sense of achievement in mastering quick challenges.

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Thank You

Thank you for taking the time to visit this page and learn more about me, the developer behind Tricky Squares. Creating this game has been an exciting journey, and I’m thrilled to share it with you.

If you’d like to stay updated, keep an eye on the Changelog section of the site. New features, improvements, and announcements will always be posted there first.

I appreciate every player who tries the game, shares feedback, or simply enjoys a round or two.
Thank you for supporting Tricky Squares and helping me grow this indie puzzle game into a rewarding experience for mobile and browser players worldwide. Your support is what makes this possible, and I look forward to building an even more exciting future for TrickySquares.com.

— Derek Hampton
Developer of Tricky Squares