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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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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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Level 42 got a problem. Tell me if i'm wrong but there is a line said 6, and there's really more mine than 6 here. I counted 8 at least...
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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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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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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.
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
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@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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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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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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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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@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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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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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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The level editor doesn't allow us to make grouped clues with boxes around them--which would help make them much more interesting.
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
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Not a fan. WAY too basic, I had expected an upgrade, but got a narrow view minesweeper with walls. UI for flagging/digging was annoying or counter-intuitive.
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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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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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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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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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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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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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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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@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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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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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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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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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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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.