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Almost closed the window without setting it to save my progress AGAIN. Luckily, I remembered who you are and not to trust your games to save on their own. WHY do you make them this way?? Who actually prefers this??
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On level 160, bottom right with the directional 2 and the grid 3 (just below the double wide 9 eye) I had the two squares below the three remaining. Had to guess.
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For those of you who are having trouble with the controls: you can change those in the lower left-hand corner. The first thing I do in this game whenever I load it is change them to "right-click to flag". @Xarth: A lightning bolt with a 3, for example, signifies that there are 3 mines within a circuit connection with that lightning bolt tile. They could be touching the tile directly, OR touching mines that touch that tile. so you could have BMMM in a row, (B is the bolt, and M is a mine), and that would satisfy it. Or you could have MBM and then another mine directly below either of those, or three mines in an L shape and the bolt is only touching one of them.
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Unless the number itself is meant to count as a connector, but not a tile, which is still confusing. Definitely my least fav clue. Still a great game overall, mind you, just not digging the lightning bolts.
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The lightning bolt confuses me. I think it's meant to be tiles that connect orthogonally, except there's a four on level 134 that you have to flag all the connecting tiles, none of which touch each other, which doesn't seem like what the clue is meant to imply?
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I really hate these controls, sometimes i dont hold the mouse long enough and then it clicks the bomb making me start over.....
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@Mallybird there's nothing wrong there, shared crown means the piece it's connected to can see as much mines of the largest sequence seen by the crown. In other words, the 1 is connected to the crown of 4 with a crown of 1, it means that the 1 tile has exactly 1 mine adjacent to it that is part of a sequence of 4, which is the case.
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I am extremely confused by level 128. I solved it but found that the clues were contradicting each other. None of the shared clues were actually present in the puzzle. Here it is solved: https://i.imgur.com/sXMlUNq.png
Can someone explain how in the upper left corner the shared clue is 1 crown. The connecting piece is a mine that touches the number. Shouldn't that mean that that square stands alone? The solved puzzle has this square touching another one....
Thanks to anyone that can figure this out...
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Can you please add the app of this to the U.S. App Store for ios? I would love to play the extra levels, but I can't get the app in my region.
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Completing a community lvl marked lvl 145 as complete. Completing Mines++ marked, over time, lvls 150 and 151 as complete. I don't mind having another all-time best, but that's weird :D
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Hi, can someone explain to me how you're supposed to finish level 77 from here (https://pasteboard.co/H6ncCyT.png) please?
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@serioussinger There is a clue type (in Mines++ and the editor; also level 151 in the app version) that counts all the mines on the board.
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@Kosh67 I know this is late, but if you're still wondering why your response to darxide23 was downvoted: there's a difference between being bad at a game and blaming the game for your shortcomings. You talked about the former, but the latter is what many people here were doing and is what was being addressed.
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@adamml1993 I don't recall having to do that for any of the main levels. Plus, as far as i can tell in this game, any reasoning of the form "if X, then contradiction, therefore not X" can be rephrased as "one of A, B, and C must be true, all of which imply not X, therefore not X" (though sometimes it's easier to work with the former).
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As someone who has a laptop with a touchscreen and mousepad, and no actual mouse, i need the click/hold controls. But yeah, right-click should be the default control scheme.
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wow i was pretty impressed with the variation of tiles you made :O only thing is it started getting kinda monotonous for a while but i guess it works if you love this game
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Do any of these levels require that you assume a tile is a mine in order to spot tiles that can't have a mine? Like "If this tile has a mine, then this one wouldn't, and this clue would be incorrect."
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Another thing I like about this game: the puzzle rotates if you hit a mine and restart. That's a feature that will probably be really annoying for some players, but it's helpful for people who like logic games, since if it was always in the same orientation, you would be able to use memory instead of logic to fill spots back in. It's a nice little feature that punishes guessing and helps out people who actually like redoing puzzles.
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@hammer52 Any easy tool for sharing screenshots is gyazo. Just go to gyazo.com, click "download now", (free, 10,5 MB), then when the download's completed just follow the instructions (ctrl + shift + c to open the tool, then click and drag to select the image you want to capture and you'll automatically get a link to the screenshot of what you selected copied to your clipboard. Then just post the link in here, or PM it to ZBlip and voila, you shared a screenshot)
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@Kosh67 @ZBLIP how can we post a screenshot?
I've been stuck guessing at lvl 25 and 26 so far. no problem further yet.
Also I'm almost certain I noticed a clue apearing or disappearing from one try to another...don't have screenshot yet.
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@Kosh67 Just like Mirthstrike and Sakgeres I redid level 25 to see for myself what it was like. And my goodness, that one's easy. As Mirthstrike said, there are clues hidden behind safe squares. Why not show them right away, you might ask? Because that would make it far too easy. Level 25 is easily solvable with pure logic and is far less complicated than a lot of other levels. It even has three tiles (the classic minesweeper style hints) that give redundant information (e.g. you don't need them to be able to solve the level).
And the idea that the dev tested all the levels by themself wouldn't be a "blind assertion". You can easily see their devotion to this game in the way they're still actively working on expanding it. Any dev that devoted would test every individual level to see if it works as intended and perhaps even have some playtesters to see how hard it turns out to be. To be frank, I find it quite denigratory of you to question their sincerity and devotion to the game.
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@Kosh67 I just solved level 25 with pure logic. Didn't bother to write the explanation to prove you wrong because this level is so simple compared to many other levels. You might wanna work on your logic more if you are failing at that level, and also your arrogance for that matter. How can you be so sure of yourself when you can't even solve that?
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@Kosh67 Just skipped ahead a bit to check out 25. You're forgetting that there are clues hidden behind safely dug blocks; there's a couple parts that take some consideration, but I can non-blindly assure you that I know firsthand the level is solvable by pure logic.
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serioussinger: you'll get the Minesweeper blocks starting at level 14. At level 19, you'll weep with joy at the beauty of the level. Alas, the joy is short lived as the pain comes right back again on level 20.
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OK, I just got to level 25... Out of a 90 block map, there's 22 walls and only 8 clue blocks. The type 1 clues are 1, 1 and 2 affecting 3 blocks each and for type 2 clues there's a 1 which affects 2 blocks, 1, 2 and 2 which each affect 10 blocks and a 4 which affects 11 blocks. All of this is surrounded by vast oceans of question marks, the worst part being the bottom 3x10 section which only includes 3 blocks, 1 clue and 26 question marks. There's NO WAY you can expect me to believe that that level's solvable with only pure logic. If you believe that it is, then you better be able to come up with some awesomely extraordinary evidence for your claim and no, whining "there's no need to guess" over and over again ad nauseam is NOT EVIDENCE, nor is a blind assertion that you did it yourself.
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Nice puzzle game! I can tell a lot of thought went into the puzzle design and mechanics. This game suffers a bit from poor UI decisions, but blessedly the game lets you manually change its options to, honestly, what *should*
be the default (auto-save, right click to flag). Also, it gets pretty tricky and makes me think in unique ways later on with the introduction of the "lonely hearts", so good job there!
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This game is strangely addictive..I keep saying just one more level..thank you for a puzzle that makes one have to think.
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The way new clue types are introduced is probably my favorite part of this game. It doesn't really feel spoonfed/forced the way some games introduce new mechanics, instead letting you sort out the introductory puzzles on your own, with the aid of previous clue types. I definitely prefer it to games that, say, show you a completed puzzle right off the bat. I'll admit I did guess every now and again, but every time it blew up on me, I ended up noticing clues that I could've acted upon. You really don't need to guess, I'd recommend skipping a puzzle or otherwise taking a break from it to look at it with fresh eyes if you're getting frustrated.
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another boring logic... err, i mean entartaining puzzle game. yep, totally.
i would probably waste.. no, spend some great time getting hard badge, but, controls (flag part) are plain terrible. so i'll pass.
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You shouldn't have to read the comments to know the game doesn't autosave. Why make save progress optional if there's badges? I beat 10 levels without noticing you have to click "remember progress".