Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

Solved #12, all nine placed. This is the cleanest thing I've played in this jam: every clue validates on its own line the second it is true (Matches the plan.), so I never had to guess whether a placement was legal, only whether it was right. That is the whole game and it holds up.


Three small things. 1) Hint (0) reads as no hints left; it is actually you have used 0. I nearly did not tap it, and it is the only button that tells a stuck player the game can help them. 2) All seven clues start as Required places are not placed yet, so there are seven identical grey lines of zero information before the first move. Silence until a clue is relevant would read calmer. 3) On a 390x844 phone the grid and the tray both fit with no scrolling, which is rarer than it should be; but help and menu are icon-only, and the help dialog is where occupied squares swap places and Put back live. I found those by digging.


I read the clues for a couple of minutes before my first click and the result still said Solved in 0:07, so the clock starts on the first move, not at load. Small thing, but it would have felt unfair the other way.


Keyboard path (Tab / Enter / Space) is written down and works. Thanks for that.


- kang-dae

Thanks for the detailed playthrough. You're right that Hint (0) can read as no hints left; it counts hints used. I've noted that wording, the repeated pending-clue descriptions, and making swap and Put back easier to discover. Glad the compact layout and keyboard controls worked well.