Today it's three months since the release of my last game Zen Garden Puzzle. While financially it has been a failure, and is orders of magnitude away from recovering the development costs, it has been appreciated by players, receiving nothing but 5-star reviews on the App Store.
A few people have been engaged enough to solve hundreds of puzzles, but only a handful have reached the elusive 10th Dan achivement. To earn that achievement, you have to take advantage of one of the selling points mentioned in the App Store blurb: "no matter what you do, you will never be more than three moves away from
the puzzle's only solution."
After seeing the game for the first time, most people doubt that this is actually possible. Some asked me if you need some amount of luck to be able to do so. The answer is: it's always possible, and you don't need any luck, only skill. I could provide a mathematical proof, but I don't want to be more boring than usual, so I'll just show how to solve one puzzle.
Showing posts with label zen garden puzzle. Show all posts
Showing posts with label zen garden puzzle. Show all posts
Wednesday, March 12, 2014
Thursday, December 19, 2013
On the uniqueness of solutions
An exchange of comments in the Willa's Walk review prompted me to talk more in depth about solution uniqueness in logic puzzles, and its possible use as a shortcut while solving the puzzles.
First of all, one question which I'm often asked is: why should logic puzzles have a unique solution?
The easy answer is: why not? When you solve a crosswords puzzle, you take it for granted that there is only one valid solution. So why should logic puzzles be any different?
The more articulated answer is: because logic puzzles are puzzles that should be solvable by logic, and logic alone; no guessing should be necessary.
Solving a logic puzzle should consist of a series of logic deductions which allow you to exclude possibilities, until you are left with only one option. If the puzzle didn't have a unique solution, you would inevitably get to a point where you have two equally valid options, and you cannot choose between them, because they both lead to a different solution.
Once it is determined that a puzzle has a single solution, a question comes to mind: can one use this knowledge to make deductions and find the solution more easily?
First of all, one question which I'm often asked is: why should logic puzzles have a unique solution?
The easy answer is: why not? When you solve a crosswords puzzle, you take it for granted that there is only one valid solution. So why should logic puzzles be any different?
The more articulated answer is: because logic puzzles are puzzles that should be solvable by logic, and logic alone; no guessing should be necessary.
Solving a logic puzzle should consist of a series of logic deductions which allow you to exclude possibilities, until you are left with only one option. If the puzzle didn't have a unique solution, you would inevitably get to a point where you have two equally valid options, and you cannot choose between them, because they both lead to a different solution.
Once it is determined that a puzzle has a single solution, a question comes to mind: can one use this knowledge to make deductions and find the solution more easily?
Friday, December 13, 2013
Games accessibility
I just noticed a post on the blog of the Voxel Agents, authors of the excellent Puzzle Retreat, talking about what they did in the game interface to ensure that the game was playable by the largest possible audience. This earned them the GDAA's Accessibility Award.
Incidentally, I totally love how the GDAA press release that talks about the importance of accessibility is written in black over a very dark grey background, making it almost unreadable even for a normal-sighted person.
Anyway, I found interesting that many of the things mentioned in the post also apply to Zen Garden Puzzle. The lack of timers and penalties is the most obvious one, of course.
Thursday, December 12, 2013
Announcement: Zen Garden Puzzle for iPhone and iPad
My new game, Zen Garden Puzzle, is now available on the App Store!
You've probably already seen the video, so let's talk in more detail about the mechanics.
You've probably already seen the video, so let's talk in more detail about the mechanics.
Thursday, December 5, 2013
Zen Garden Puzzle: First gameplay video!
Zen Garden Puzzle has been approved by Apple and will be available on the App Store from December 12th!
To whet your appetite, I have prepared a first video to show the game mechanics and interface.
To whet your appetite, I have prepared a first video to show the game mechanics and interface.
Thursday, November 28, 2013
Zen Garden Puzzle: Evolution of graphics design
My new game, Zen Garden Puzzle, is finally ready and is waiting for review from Apple. If nothing goes wrong, it should be on sale a couple of weeks from now, just in time for Christmas.
I had talked about this game almost exactly 6 months ago. My original intention was to write regular updates and release the game in September, but development was harder than expected and it absorbed me completely. I'll try to make up now for the lack of updates.
When I review games, I try to see past the presentation and judge the core mechanics, but it's undeniable that a good looking game is more enjoyable than a bad looking one.
I wanted this game to look good, but I do all the graphics myself and as an artist I'm not half as good as as a programmer. To overcome my limits, my initial plan was to make a minimalistic game, with very simple abstract graphics. Initial prototypes looked like this.
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