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hxka

10
Posts
A member registered Dec 01, 2019

Recent community posts

That's different! Yes, when being pushed you're indeed not touching water or lava, but when moving, you do! So it's not obvious that the rules won't affect you in that case.

In none of the previous levels was it ever possible to move over water from one patch of land to another, so the only way for you to discover that 'sink' only affect you when you're stopped is to move 2 or more cells into water and notice that you sink when you stop and not immediately upon entering the water, but that detail is very hard to notice.

Given how not obvious it is that rules like 'defeat' and 'sink' don't affect units while they move, especially given that rules like 'stop' do, it's necessary to communicate this more clearly to the player. For example, on the second level, at least one of the mechs could start on a single cell island surrounded on all sides by water so that moving the mech off of the island was the only thing the player could do to progress.

Oh thank you for sharing this. Now I can solve the level. It's not just Jiji, btw. It seems that 'defeat' only affects units when they are stopped.

Really don't like this. Were we supposed to just try the seemingly impossible thing? Or to extrapolate from the level success condition that doesn't trigger when you pass over the cell that 'defeat' works the same way? But of course 'stop' doesn't.

I don't understand how level 4 is supposed to be possible…

Proton already has dxvk, so installing one with protontricks is not necessary. You should install d3dcompiler_43 instead.

Installing dxvk with winetricks/protontricks also installs d3dcompiler_43 (which is why it works), as well as d3dx9 and d3dcompiler_47 (which you don't need).

I runs fine for me with dxvk. Curiously, I had to run winetricks dxvk, just setup_dxvk install was not enough.

I'd give it a go if not for my crippling executive dysfunction.

You should consider making the game generate levels guaranteed to be solvable, like e.g. Simon Tatham's version or 14 Minesweeper Variants do. That would let you avoid hand placing safe zones and lowering down mine counts. SGT's version is MIT licensed and the algorithm should not be hard to adapt as your version doesn't alter minesweeper's rules.

Another feature I would love to see lifted is putting the "chord" action on left click. Left clicking opened cell doesn't do anything anyway. 14 Minesweeper Variants in addition makes it perform the complement action: when there are only as many unmarked cells as there are unmarked mines, it marks them all as mines.

Another feature that I think would make later levels less frustrating is to make completed numbers (i.e. with no adjacent unmarked cells and with # of adjacent marked cells matching the number) desaturated.

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Gave it another go. Oh look, there's two mines in three cells. 1/6 possibility of getting this right. (I did not get it right)

edit: it's 1/3, of course; mines aren't distinguishable

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Ah, the difference is hardly noticeable at my screen's resolution.

I must say I'm not a fan of clones. While figuring out the layout of a level is fun, actually solving them is tedious and frustrating. Spending 20 minutes zooming in and out trying to count all of the adjacent mines only to discover that there is not enough information to proceed without guessing is not fun. And that's even if you get to this point — not having all of the adjacent cells visible at the same time makes making a mistake while counting much likelier.

The ones like 13 and 15 where you can see the entirety of the level are not that bad, but 14 and 16 are the absolute hell.

What does the flag/pixelated flag/flag with stars button do?