Puzzle games are difficult to represent in the same way as other game genres because the variation between puzzle games is much larger than between first person shooters (for example). For the purposes of this proof-of-concept, we have chosen to use Bejeweled to represent the puzzle genre. We chose to use an existing game for scope reasons and we chose Bejeweled because it is fun, recognizable, and it's continuous play lends itself well to the sort of experience we are striving to create.

We want Hackers to be able to interact with the other modes in 3D space, without the players needing to aim, navigate 3D space, or otherwise deal with 3D aspect of the game that aren't a part of a traditional puzzle experience. The primary methods for doing this are through Hacker Nodes and turrets. When a Hacker begins a game of Fusion, they exist in a 'Logged Out' state, during which they can see the entire map, but cannot affect it. There are a number of Hacker Nodes on the map that they can click on in order to log in. Once logged in, the player is presented with a Bejeweled board and has access to several ways of influencing the game. In our demo level, there are a totally of 6 Nodes on the map, each with slightly different properties. At your opponents' base, making matches in Bejeweled earns points, the amount of which depends on your level. You cannot earn levels at your opponents' base, however. At each other node, you earn levels, but cannot earn points. The middle Nodes are team-specific, meaning that opposing Hackers cannot attack you and boot you the same way they can at base nodes. The remaining two nodes are unlockable nodes, which must be opened by allied Soldiers or Pilots, but have a bonus to the speed with which you earn levels.

In addition to the abstract differences between nodes, their physical location matters. When a Hacker is logged in, their Node lights up, making it easy to tell where Hackers are. These locations can then be attacked by other players. Rather than imposing a Health bar on puzzle players, we instead tie damage into their experience more directly by having it lower their progress bar. This makes them able to earn matches to keep themselves alive. If their progress bar becomes empty while being shot at, however, they are booted, which costs them a level and makes them unable to log back into to that node for 15 seconds.

In order to defend themselves from these attacks, Hackers have a couple of options. The first is a shield item, which makes the Node immune to damage for a short while. The second is the 'turret' item, which places a turret near their node. These guns automatically target and attack nearby enemies. Their damage, health, range, and tracking speeds all depend on the Hacker's level, making the puzzle player's skill directly relate to how easy their turrets kills Soldiers and Pilots. In this way, Hackers can be aggressive as well. Logging into a node that enemies need to pass by and activating five turrets is a good way to ruin someone's day.