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Wish there was auto-open for when they're all zeros, but the level size is too small and makes it too easy, I guess?

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This was a delightful little snack of a puzzle game.  Thanks so much for making it.


Had I known that all the mines always moved, I would have used that for solving.  I don't know how I feel about the fact that that wasn't made clear... but the puzzles weren't all that hard one way or the other, and in a full-fledged version you could make use of that behavior.

My only real "issues" with it are exactly what you'd expect from someone who's played Tametsi: in a full-featured version of the game, I'd want basically all of Tametsi's functionality.  Autocomplete with a click, the ability to doodle notes on the grid, a countdown option, etc.  None of that is important for a game jam version, of course!  This felt perfectly complete as-is.  But Tametsi done spoiled me.


Thanks again!  So good.

[EDIT: Just wanted to note that I got here thanks to the thanks in the credits of "14 Minesweeper Variants 2," in case that's useful information for you.]

This inspired bridge in 14mv2.

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Hello, 

This game is fantastic!  As a huge fan of logic puzzles (I think I have played them ALL) this brings a fresh set of logic to the genre and is ever so satisfying.  Please please please continue developing this into a full product. 

Thank you so much for your feedback!!

As a huge logic puzzle fan myself, my main motivation for making the game was because I really just wanted to play more of my favorite games - so I’m just thrilled to hear that you think this project has potential!! And I definitely have so many cool ideas that I had to cut for the jam (looping and branching timelines, “parallel universes”, etc) which I’m planning to implement in the future. So truly, thank you so much for your encouragement!

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Nice concept!

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Very interesting idea. I like it very much.
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I'm suspicious of the uniqueness of the solution to the middle layer of "Ships Pass", but I'm probably missing something. Cool game.

I’m pretty confident about the uniqueness of that one - though the confusion might stem from that puzzle making heavy use of the number of mines remaining as a core clue, and also relies on the player figuring out that…

(Spoiler - Puzzle Logic) ...if a tile is '0'/blank, it can't contain a mine on adjacent timeline layers.

In any case, thank you so much for the feedback, and glad you liked the game!

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Very cool, I enjoyed it a lot.


i think it broke, i can't undo the right click

Oh no, sorry that happened! Do you mind sharing what platform or browser you were playing on so I can investigate what might have caused that particular bug?

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I am on Chrome. 114.0.5735.199

Unfortunately I don't really know why the flag got stuck on screen. I did place an excessive number of flags down, making the mine count go negative, but for all I know I did some weird finger stricking which made the two actions happen at the same time.
Could you add a full puzzle reset button in case these things happen?

Thank you for the additional info - and that's a great suggestion! I'll see if I can get that implemented and uploaded in the next day or two :)

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Ohhh I figured it out. It happens if a zero tile auto-clears a falsely flagged tile.

That is incredibly helpful - thank you so much for figuring out how to reproduce that!!

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In level one, the mine at b3+3 (middle, bottom, last time step) moves diagonally, and I didn't think that was possible?

That's intended! I probably should have found some way to word it better in the tutorial, but mines can move to any adjacent/neighboring tile (so any tile that changes color while the highlight toggle is activated is fair game)

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Love it! Took me a while to realize that every mine always moves on every time step, since the tutorial made it seem like they could move or stay put.

I think it'd be really cool to see the mines' movement animated somehow as you scroll between solved time steps. So once you've beaten a level, you can scroll back through it and see that the movements really are what you've solved them to be.

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I'm glad you liked it!! And the mines always / sometimes moving was definitely a design decision I went back and forth on for some time - I definitely made sure that every puzzle was solvable under the assumption that each mine may stay still, but I definitely found that it was more fun to design/play levels where the mines moved every step. 

And animating the timeline is definitely a feature that I'd like to implement - especially since I have some ideas for levels where the timeline forms an infinite loop, and I feel those levels would be especially cool to see animated.

Thank you so much for your feedback!