Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
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?
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).
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.