There were a few boxes in the game I just played that didn't have enough information; e.g. only one number pointed to them and you couldn't reason it out. I think it's the kind of thing in regular minesweeper where it would've auto-cleared it when I opened a box next to it. I didn't take a screenshot but I hope that makes sense - I suppose maybe once you play the game more you'd learn that these are safe x's, but I found it to lack real information. I looked around for a tip or something on it but didn't quickly find anything
But yes there is always a logical next step to be made that can be fully reasoned out. The hint (lightbulb) icon will show you this step when you are stuck.
Disclaimer the hint system is definitely not perfect yet but should at least point you in the right direction.
Please do send a screenshot if you find yourself stuck again it would be useful for me to improve the deisng
it is possible in normal mine sweeper to have a postion where you cant determine 100% whether a square is a mine or not. In this cases you just have to guess. Try to identify them early as possible since they can ruin the game with an unlucky guess.
Yeah it's maybe not the best way to describe it, but my intention is all clues already visible at the start rather than exploration, and adding in flowers rather than avoiding mines.
The main difference is having all the clues visible at the start changes it to a search and deduction logic style rather than reveal and react
In that sense, this game is similar to Mosaic[1] where the clues are all initially visible, except in Mosaic the count includes all 9 cells since black squares can be placed on the numbers themselves.
You will in particular like this game if you are into conspiracy theories. If one switches the difficulty to the hardest one, HN readers might have some fun with this game. :-)
In minesweeper you start with nothing visible and explore while avoiding the bombs. In this you start with all of the hints visible and place the bombs.
However in practice it is very similar since identifying where the bombs are to not click them is exactly the same logic as identifying where the bombs need to go. The only functional difference ends up being that all of the hints are visible upfront rather than needing to discover them.
This is very similar concept to "0h h1" https://0hh1.com/ which I've been playing every day on Android for a couple of years now. I had never considered it to be a reverse minesweeper.
Jumped from medium to insane and didn't notice any difficulty bump. Were the puzzles designed by AI, eg arc agi puzzles are trivial for humans but very difficult for LLMs.
It's cute and friendly, how it explains the rules. Maybe instead of a red box for making a mistake, the sunflower could "shake its head" to mean "no". Anyway the game feels well-designed with a focused scope, nice work!
I guess I am mildly discomfited by the red flower. if the program is going to tell me every time I fail to think through things properly, then my role here is kinda limited to driving the mouse.
But yes there is always a logical next step to be made that can be fully reasoned out. The hint (lightbulb) icon will show you this step when you are stuck.
Disclaimer the hint system is definitely not perfect yet but should at least point you in the right direction.
Please do send a screenshot if you find yourself stuck again it would be useful for me to improve the deisng
The main difference is having all the clues visible at the start changes it to a search and deduction logic style rather than reveal and react
[1] https://www.chiark.greenend.org.uk/~sgtatham/puzzles/js/mosa...
> https://store.steampowered.com/publisher/divide-the-plunder
I particularly like "Mosaic of the Strange"
> https://store.steampowered.com/app/3444650/Mosaic_of_the_Str...
You will in particular like this game if you are into conspiracy theories. If one switches the difficulty to the hardest one, HN readers might have some fun with this game. :-)
try this one in html5: https://hojamaka.com/game/mamono_sweeper_h2/html5/en.html
However in practice it is very similar since identifying where the bombs are to not click them is exactly the same logic as identifying where the bombs need to go. The only functional difference ends up being that all of the hints are visible upfront rather than needing to discover them.
Online example for the curious: https://raetselwelt.online/en/puzzles/binoxxo/
https://imgur.com/a/idfj1my
edit: I'm wrong. Thanks steve.
I'm struggling to play test the higher difficulties because it above my own skill level haha
I -love- this idea though!!
Then in easy mode and above you are given max 3 mistakes similar to sudoku.com and other popular logic puzzles
I like how ai agents make it possible to experiment with different game concepts.
I merged Go with Tetris while brainstorming some ideas.
https://goban.molodtsov.me/