Saturday, January 4, 2014

Review: Comboline the Touch Action Puzzle for iPhone and iPad

Comboline (also free) is a match 3 game released in 2011 by the Italian indie studio Big Bang Pixel. Christian Costanza, the graphics and game designer, kindly sent me a promo code. He also had the honor of being the first person to reach 10th Dan in Zen Garden Puzzle, which is no small feat.
I'm not much into match 3 games, especially timed ones, but I liked the simplicity of this one: there are no silly powerups or other things you can buy, it's just you and the tiles.

Tuesday, December 31, 2013

The 10 Best Puzzle Apps of 2013

It's finally time for the big list of the best puzzle games of 2013.

I don't update this blog daily, so I "only" reviewed about 60 games this year. Among them, I tried to pick just ten which I enjoyed playing the most. I had to leave some out; that's the nature of these things.

This is a very subjective list, so your mileage will vary. Let's get started.

Monday, December 30, 2013

The Hardest Puzzle Apps of 2013

Nowadays, everyone is dumbing down their games to make them accessible to the largest number of people. However, during the past year, I still occasionally found some game which struck me as particularly hard.

I have compiled a short list of the games I consider most significant in that respect. If you are looking for a challenge, I guarantee that you will find something to sink your teeth into.

Sunday, December 29, 2013

The Best Missed Opportunities of 2013

Well, 2013 is coming to an end so it's time to put together the customary end of year lists. But before reaching the usual "best of" list, I thought it would be interesting to look at things from a different perspective.

Today I'm focusing on ideas. This is a list of games which are based on very good ideas, but didn't turn out to be excellent games. They left a sour taste in my mouth because the potential is there, and with some more they could improve significantly.

Let me be clear: I'm not putting together this list to belittle these games; on the contrary, I'm doing it because I think they are worthy, and I hope that their developers will put some extra effort into them.


So let's begin.

Thursday, December 26, 2013

Review: Sifar for iPhone and iPad

Sifar by Takahiro Sakuda is a game in the tradition of Japanese logic puzzles.
Interestingly, it would have worked as a pen and paper puzzle, and the rules are simple enough that I wondered if it had been published before, but couldn't find any prior art.

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?