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Comments for Mine of Sight

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YearOfComing

Feb. 20, 2017

Under rating threshold (show) wimconradie, there is no need to remove the third connection. The three connection concept was introduced in level 114 where a single mine was shared between three hints. The single mine was not added three times (because it was shared by three groups of two hints) but only once because it was shared by all three hints. In level 117 there is only one square shared by all three hints and therefore the connection number should not be reported as two.

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(2)

Braingeyser

Feb. 19, 2017

Under rating threshold (show) really fun puzzles! great logic game.

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(0)

Siriah

Feb. 19, 2017

Under rating threshold (show) Great twist on Minesweeper! I'm enjoying the gradual introduction of new hint types and that it's possible to solve each level without guessing. That last thing's an improvement over actual minesweeper.

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(1)

schisopoulpe

Feb. 18, 2017

Under rating threshold (show)

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(-7)

wimconradie

Feb. 18, 2017

Under rating threshold (show) This is really an excellent puzzle game. I really love this!!! @Dev: Small issue in stage 117: There is a zero hint share between 3 hints. 1) a 2 eye hint, 2) a 3 eye hint and 3) a 3 close vicinity hint. I suspect the bond between hint (2) & (3) is not supposed to be there (as they actually do have 2 mines in common). Screen shot: https://www.screencast.com/t/NTInDqyP1io9

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(7)

Bloodsausage

Feb. 17, 2017

Under rating threshold (show)

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(-13)

RavenMac

Feb. 16, 2017

Under rating threshold (show) Couple more puzzles totaling up to 123. And you don't have to guess on a single one of them. I love it! Great work @ZBLIP.

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(3)

YearOfComing

Feb. 16, 2017

Under rating threshold (show) There seems to be a bug in the level editor when placing boxes around grey, compass, and crown clues. The editor does not want to always do it, and when it does it sometimes reports the wrong number.

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(0)

Developer response from ZBlip

The blue boxes you mean? Those aren't supposed to work yet with certain clues (the compass, eyebracket and crown), so the level editor should stop that from forming. I should put up some help notes about the editor

Silencian

Feb. 16, 2017

Under rating threshold (show) Your dedication to adding new hinttypes is nice.

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(466)

Developer response from ZBlip

thanks for noticing! I've got a few more ideas still to go

JoeKherr

Feb. 15, 2017

Under rating threshold (show) @atmark nice puzzle, logical but not simple

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(2)

intrafinesse

Feb. 15, 2017

Under rating threshold (show) It keeps getting better, with interesting clues, and interface improvements.

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(3)

JoeKherr

Feb. 15, 2017

Under rating threshold (show) @anon123 good point

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(1)

anon123

Feb. 15, 2017

Under rating threshold (show) @JoeKherr, on 117 level "sharing" clue points to 3 clues, not 2. So it reveals how many mines all 3 clues see together

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(3)

JoeKherr

Feb. 14, 2017

Under rating threshold (show) New levels! 120 seems simplistic compared to 119. On 117, between the 3 "grid" clue and the 3 eye, it should be a 2, not a 0.

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(0)

TyGuy6

Feb. 14, 2017

Under rating threshold (show) Greying out the clues once they're done with was a great improvement to the gameplay. As a sidenote, it looks like the 'click twice to grey out a clue manually' doesn't work right -- it gets undone when you clear another box.

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(3)

didyawanna

Feb. 13, 2017

Under rating threshold (show) Well done ZBlip, this is how to take a classic and improve on it.

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(6)

RavenMac

Feb. 12, 2017

Under rating threshold (show) 67 was the first one i thought you'd really need to guess when i first played through. It just took about 10 minutes to get how to do it with logic. One of the best logic puzzle games on kong without a doubt.

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(3)

JoeKherr

Feb. 12, 2017

Under rating threshold (show) @Grand, you don't have to guess on 13, only the two middle cells in each row/column are questionable from the starting clues. You can flag each of the 3 cells in each corner based on those clues. From that point on where the 1's are marked make it straight logic.

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(0)

AkityBakity

Feb. 12, 2017

Under rating threshold (show) I have no idea why, but the last level won't mark as completed no matter how many times I do it... :

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(2)

Grand_Marquis

Feb. 12, 2017

Under rating threshold (show) Level 13 is perfectly symmetrical. I figured out how to narrow it down and that allowed me to solve it, but i still had to do a 50/50 guess on my first click to get it started. Is there a way to do it without guessing at the pattern's orientation?

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(0)

jeoma

Feb. 11, 2017

Under rating threshold (show) Retracting my latest statement. All those years of Minesweeper finally paying off!

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(3)

jeoma

Feb. 11, 2017

Under rating threshold (show) I really need to get used to hints not counting diagonal adjacents...

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(2)

deathworlds

Feb. 11, 2017

Under rating threshold (show) Could you add a mute button?

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(1)

Developer response from ZBlip

ok that will be in the next update

Stasioman

Feb. 11, 2017

Under rating threshold (show) @joekherr it did, with the introduction of new clues. Even switching them off makes guessing mandatory.

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(0)

Flo00

Feb. 11, 2017

Under rating threshold (show) So the next logicla step is crowns in boxes, right? ;)

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(1)

JoeKherr

Feb. 10, 2017

Under rating threshold (show) Has the composition of ++ boards changed? It seems like I'm getting a LOT more boards that require outright guessing, and fairly early in the game.

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(3)

TakashiKurorai

Feb. 09, 2017

Under rating threshold (show) The level editor doesn't allow us to make grouped clues with boxes around them--which would help make them much more interesting.

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(1)

Developer response from ZBlip

Soon that will be available. I want to include bigger versions of the blue-group clue, so I'm just sorting that out first. Thanks for trying out the editor

WinterTrollKin

Feb. 09, 2017

Under rating threshold (show)

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(-15)

RanDomino

Feb. 09, 2017

Under rating threshold (show) Directional indicators should grey out as soon as there is a single flag in every direction, not only when every block in every direction is either flagged or cleared.

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(1)

CaRmAgE

Feb. 09, 2017

Under rating threshold (show) I don't know if there is an easy solution to that problem (especially since some people just seem to make troll levels). At the very least, there should be a validator of some kind to prevent people from submitting levels with zero clues: if every ? space isn't covered by at least one clue, submission shouldn't be allowed. And, BTW, any levels I submit are thoroughly tested to make sure they can be completed logically, so you shouldn't encounter "multiple solutions" with any of mine.

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(3)

Ravensvoice

Feb. 08, 2017

Under rating threshold (show) too bad community levels don't get a unique number so you can tell the maker of a level that there are problems with it. there is one nice level except at the end there are two posibilities, both valid given the hints there are and since its the last two suqres open there can't be any hidden hints left. too bad I can't easily tell the maker cause the level shows promise with a minor fix.

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(4)

JoeKherr

Feb. 08, 2017

Under rating threshold (show) Community levels is an awesome advance, but when I fail a community level, it doesn't replay that one, it goes to a new one.

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(4)

ZBlip

Feb. 08, 2017

Under rating threshold (show) There may be an issue with the game not loading here on Kong

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(0)

Developer response from ZBlip

nevermind, all is well

mlatus998

Feb. 08, 2017

Under rating threshold (show) BTW [bug] sometimes the auto graying out of a double-tile surrounding hint is not working.

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(2)

mlatus998

Feb. 08, 2017

Under rating threshold (show) Great game! Suggestions and bugs: (1) [bug] "next level" at 109 should jump to 110, not the title page (2) smarter auto graying-out for kings and hearts: the king hint should be grayed if there is only one such long group and it's flagged and the rest is resolved, and the n-heart hint should be grayed if there are exactly n 1-groups and they are flagged properly (3) an option for confident players to auto grey out a hint (if not yet already) when there are no question marks left in its range (4) [bug] manually grayed out hints will still appear when clicking on other mine tiles.

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(3)

between333

Feb. 08, 2017

Under rating threshold (show) oh, that level 100 was a subtle one.

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(0)

vincaminor

Feb. 07, 2017

Under rating threshold (show) The compass clue doesn't seem to auto-grey-out correctly. Also, when I manually grey-out clues I know I've finished it re-highlights them as soon as I mark a flag or dig a square, which is super annoying

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(1)

HeadlesHorsemann

Feb. 07, 2017

Under rating threshold (show) At level 6, I havent realized still whats the logic for not guessing.

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(0)

JoeKherr

Feb. 07, 2017

Under rating threshold (show) @Refa 88's solvable, keep an eye on the hearts

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(1)

JoeKherr

Feb. 07, 2017

Under rating threshold (show) Selecting the new hint types in MS++ doesn't seem to have an impact, they never show up.

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(1)

Developer response from ZBlip

Just made an update, ++ mode should be a bit better behaved now

Refa

Feb. 07, 2017

Under rating threshold (show) I don't believe level 88 is solvable.

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(-1)

Killer7151

Feb. 06, 2017

Under rating threshold (show) I love these new, complex clue types, and can't wait to see more levels as well as even more clue types. Still, 110 levels and no guesswork! Fantastic.

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(1)

LrdPhoenix

Feb. 06, 2017

Under rating threshold (show) Can't seem to disable different hint types in ++ anymore.

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(3)

Stasioman

Feb. 06, 2017

Under rating threshold (show) @Tooslow you've made a mistake. You marked 3 mines next to yellow square with 2.

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(1)

Stasioman

Feb. 06, 2017

Under rating threshold (show) @StuTL actually you can set it to automatically mark finished levels. I don't know why it's not on defautl and why is there even an option to switch it off.

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(0)

StuTL

Feb. 06, 2017

Under rating threshold (show) As an occasional player, I wish the game could mark all finished levels in the level chooser. I always forget where I am in the game.

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(3)

Ravensvoice

Feb. 05, 2017

Under rating threshold (show) Tooslow0 : you already made a mistake, look at the highlighted 2 square just below the two open spaces. its has 3!!! flags right next to it, so one of those three is NOT a mine. once you solved that problem, the rest is easy

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(1)

JoeKherr

Feb. 05, 2017

Under rating threshold (show) For Minesweeper++, the checkboxes now have three states and they don't seem to be working correctly. Bug? Can instructions be added to the instruction text?

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(0)

Developer response from ZBlip

thanks for that, it's back to normal now

tooslow0

Feb. 05, 2017

Under rating threshold (show) http://i.imgur.com/JebTpqG.jpg?1 Is there a way to make a correct decision from this point on #74? I always fail here and see no logical way to determine which square is safe.

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(0)

tooslow0

Feb. 05, 2017

Under rating threshold (show) Breezed through all the levels until #74 where I use logic to narrow the last bomb down to one of 2 cells with no clues to determine which. I believe the program will always punish you for a risky click and so no matter which one I choose, it is the bomb.

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(0)

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