That was pretty cool. The idea of being able to shift the playfield round to disambiguate things was really fun. I was tripped up by one significant thing which is the difficulty of reading the fonts. It seemed like things were backwards far too often. maybe use dice faces instead?
Alan Robinson, Developer
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awesome and thanks for the detailed feedback. I like putting an occasional easier puzzle in later on just so it doesn't get to be punishing. also who knows what easy is to each person, eh? what did you think about the puzzles post "you win" screen? those were "maybe this is too hard to be fun" choices I would have left on the cutting room floor except for the idea of having them all unlock as soon as you "win" .
thanks for pointing out the puzzle being overlapped. will look into that. maybe some unnecessary flavor text was left in. scaling is a good solution tho.
Hey, there's a game jam inspired by this game.
https://itch.io/jam/minesweeper-explode-o-jam
check it out if you like this kind of minesweeper+ elaboration!
Thanks for the constructive criticism; it was an experiment as all game jam entries should be ;-)
For my next game I'm going to keep this mechanism but also offer a non sliding option which should give the best of both worlds. Or maybe just allow people to skip the sliding, I don't know. Having now put in traditional straightforward swapping in that game I am finding myself gravitating to that most of the time. So I think even as the mother (or rather, father) of this game I see the potential flaw in this design too.
Yeah, tradeoffs. At first I was really into the new mechanic but now I'm leaning towards a combo that includes the standard swap mechanic. I'm keeping this one as is, maybe it will develop a following, but I'm planning a new one with a new theme (https://alanrobinsondev.itch.io/digital-artifacts-a-tileswap-puzzle-game/devlog)
Thanks for the feedback.

