Hexcells

Hexcells

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Tiax 20 Feb, 2014 @ 4:46am
Great game, but here's a suggestion
In my opinion, instead of a warning when you make a mistake, just let the mistake be (just like in Picross, Sudoku, etc...) and make the player figure it out by himself once he realise he can't complete the puzzle as it is.

Right now, knowing immediatly that you made a mistake allows you to brute-force your way through the whole puzzle, and as they're not randomly-generated this can hurt replayability.

Still, really nice game for a really nice price !

(I posted the same topic in Hexcells + forum)
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Showing 1-7 of 7 comments
DivideBy0 22 Feb, 2014 @ 3:03pm 
I'm not sure if it could even work like that? You would need to add a function to clear or "reset" cells I guess...
Zwart 21 Mar, 2014 @ 9:03am 
The idea to brute-force my way through the levels would never occur to me. After all: finding the solution and discovering new ways to solve problems is what makes this so awesome. If it didn't sound so snarky i would say: just don't do it.
If you discover there is something wrong only after you filled every hex, going back and finding the mistake would be a major pain in the ass. This would almost REQUIRE some kind of assistant that shows you conflicts. This assistant again could be used to make solving the puzzle easier, so you would have a similar situation.

This game just assumes you are playing the game because you want to. Why would you take the awesome part away from you?
Last edited by Zwart; 21 Mar, 2014 @ 9:03am
Felipe Ferras 16 Dec, 2018 @ 2:53am 
What do you mean with "once he realise he can't complete the puzzle as it is"?

Can you prove that?

Every level can be completed as it is. I know it because I got 100%.
Tiax 16 Dec, 2018 @ 11:35am 
Originally posted by Felipe Ferras:
What do you mean with "once he realise he can't complete the puzzle as it is"?

Can you prove that?

Every level can be completed as it is. I know it because I got 100%.

I don't think you understood what I meant. For example, in a picross when you make a mistake you won't get a warning at all and the mistake will stay as it is, until you make more progress in the game and eventually realise that you won't be able to complete the puzzle (because there's a mistake somewhere that you'll have to find and fix before being able to continue).
Felipe Ferras 16 Dec, 2018 @ 3:24pm 
Originally posted by Tiax:
Originally posted by Felipe Ferras:
What do you mean with "once he realise he can't complete the puzzle as it is"?

Can you prove that?

Every level can be completed as it is. I know it because I got 100%.

I don't think you understood what I meant. For example, in a picross when you make a mistake you won't get a warning at all and the mistake will stay as it is, until you make more progress in the game and eventually realise that you won't be able to complete the puzzle (because there's a mistake somewhere that you'll have to find and fix before being able to continue).
¡Oh, Picross! You mean nonograms. Yeah I love those and now I understand.
RoseBud { IRL } 9 Jan, 2019 @ 1:28pm 
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Boksha 12 Apr, 2019 @ 1:02pm 
Wow, what a blast from the past, this thread.
Anyway, this idea wouldn't work for this game (without heavy modifications), since part of the game is that you uncover new clues as you go, which would be very hard to implement in a fun way if you were allowed to shoot yourself in the foot.*

Quite different from Picross, where all the clues are visible right from the start. Crosscells, another game by Matthew Brown, does actually put all the clues on the table from the start, and works as described in this thread, forcing you to figure out your mistake if your current solution path ends up not being viable (or start over, if that's easier). Oddly enough, Squarecells, which is very similar to Picross, only half-works like this (where filled cells can be added wherever you like, but mistakenly cleared cells cost you)


* A possible solution would be to show fake clues if you mark a cell as black when it should be blue, but this could possibly allow you to find the pattern by weeding out fake clues, or could let you accidentally uncover parts of the puzzle you weren't supposed to get to yet. Again, it would be very hard to make this fun.
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