wormkingboo 2026-04-20 05:20
Great game choice for the theme! I had a lot of fun playing this one - everything was very smooth and the rules were intuitive. Thanks for the nostalgia :)
Foon → Ludum Dare Explorer → LD59 → swpr
| Category | Rank | Score | Count | |
|---|---|---|---|---|
| Overall | 149 | 3.46 | 28 | |
| Fun | 106 | 3.50 | 28 | |
| Innovation | 124 | 3.48 | 28 | |
| Theme | 221 | 3.11 | 28 | |
| Graphics | 163 | 3.40 | 28 | |
| Mood | 201 | 3.14 | 27 |
Great game choice for the theme! I had a lot of fun playing this one - everything was very smooth and the rules were intuitive. Thanks for the nostalgia :)
I really like what you did with the low resolution combined with the true to the source material colour palette and design. It is a novel remix of Minesweeper rules which works rather well. I didn't realise you had to click on the flags to neutralise them which seems like an extra step. You can set the field to be nothing but mines save a single square which is fun :P
Now I wish I had gone for the exact same colour scheme and window design, the nostalgia...
Nice idea! I was worried it would be unplayable at higher velocities but it actually works with the number colors. The 3x3 pixels face which just lowers its eyes when you lose is a nice touch.
i like it, good recreation of minesweeper
I like these innovations, good job
vakuYQcXSdKcsXEGAVGzMg.png Nice twist on the classic minesweeper game! I sometimes didn't know if multiple mines were close to one saying "1" or not, but I guess it's part of the gameplay Also nothing happened at the end I think? But I'm happy I got to win :D
@pimeko The numbers change color to signal when a clue is affected by more than one mine. So a "blue one" means there's one mine one step away, a "green one" means two mines are one step away, and so on. Although that usually only shows up in boards with several mines.
Also if you select a 'flagged mine' it gets de-activated and discounted from the tally (that's different from minesweeper, now i see how that could be a source of confusion). So you don't need to manually clean the whole board to get a win. It actually does itself when the tally reaches zero and there's even a slight change in the smiley face. At any rate, imho if you figure out where the mines are, that's a win.
What a cool idea to reimagine the classic Minesweeper game! Great job!
Fun twist on Minesweeper! As a fan of the original I quite liked this game, just the right mix of old and new!
A couple things I noticed while playing - I really wish I could have right-clicked to flag/unflag, but that could just be a personal preference. - It took me longer that I'd like to admit to figure out how to close the difficulty select window. Didn't realize clicking the reset button outside of the window would close and apply the changes made inside the window. - At first I would auto-click any cell as soon as I knew it was safe, and then I started going for minimum moves, hunting down the bombs in as few clicks as possible. Simply winning didn't seem too difficult because every cell gives you information on every bomb, but going for minimum clicks was a lot more satisfying since you have to think more deliberately and strategize how to uncover the cells.
Super fun game! Great job!
@asieke I also definitely prefer right-click for flagging, but it was only half-working in my browser (working but also triggering the right-click menu) and couldn't troubleshoot it on time.
That's valuable feedback. I'll add a small flashing effect or animation to signal where to click to apply difficulty changes and that yes! going for a lower move count makes it funnier.
A very creative twist on the classic Minesweeper rules that introduces a completely new strategy! However, I noticed one thing: on higher difficulties, it seems to lack the 'safe first click' protection mechanism.
What a fun game! It was a braintwister, having played normal minesweeper for years :grin: I needed to play a game while being a bit distracted, this game was perfect for that. Sorta a "sidegame"
Some feedback I have: - Love the graphics, it's so cute! - This game could have had some sounds I feel. Maybe an option under the "start menu"? - I kept clicking right mouse button for flagging, maybe that could have been an option? - The color table was a bit confusing, However, I don't know how it could have been done otherwise. Maybe an hover effect with a tooltip telling how many? Or at least an in-game table with this information so I don't have to alt-tab to the page explaining it?
@z1116730 It's definitely missing, I only noticed it until it was too late.
@wouter52 I'm for sure adding right-click and some in-game tooltip for the colors in a future update. And yeah, maybe the taskbar is a good place to put some extra info/controls.
Interesting take! Took me a bit to get right, but I got the trick. For me the colors didn't matter except for the number 1, where I could guess the mine. Also, I found the sweet spot for difficulty to be between 10 and 15. Btw, the art is really cute!
I actually like this more than the original. Great idea.
mines.png Perfect.
A good reimagining of the minesweeper genre ! :)
@regmont
mfw.png
ofc I knew about it, still you love to see it...
I tried a few different mine counts. Around 15 mines felt like a nice balance between difficulty and how much could be logically deduced. Pushing it higher starts to expose some issues with the rule — there’s a lot of repeated information, which leads to more situations where you can’t deduce anything and have to guess, sometimes even multiple times in a row. Maybe this rule would work better as a no-guess Minesweeper variant? That said, just some casual thoughts on the variant — your game itself is really good.
Minesweeper, but different... a nice version of the classic. But I don't see the signal part.
@dennis Minesweeping (demining) is usually done using electromagnetic or acoustic radars. The way radars work is you send a SIGNAL and, according to how it bounces back, infer information such as distance, direction, velocity... When done for humanitarian reasons (in former war zones), the process of demining has to be exhaustive to actually make those places safe. So huge extensions of land are segmented in lanes or quadrants so that they can be methodically inspected and all mines deactivated.
That's exactly what you do in the game. You "probe" a quadrant and get the distance to the closes mine, flag it and then deactivate it.
A nice alternative ruleset. Of course, I just had to find those mines! Maybe use right-click to flag, and it would be nice to not have to look up the colors to know the number of mines - some kind of indicator that immediately makes the number clear. It wasn't clear at first that distances count horizontal and vertical only (so, NE, SE, NW and SW counts as two rather than one), but quick to figure out. Good luck getting your last rating to get to 20!
Nice entry!
The "manhattan distance" got be once, because I was used to the minesweeper rules, my bad! I think your take is great and the balance is really good!
I missed an explosion noisy/grainy sound effect, though, but the amount of work for the time limit is incredible! Really good art, too!
Good job!
Funny game. I dont really like the idea, because you transform classic minesweeper (game where you should think) to just gambling game especially at high difficulty, but it's very creative actually
@graymansion The game indeed collapses and devolves into pure guessing past a certain mine density threshold, but I think it happens in exactly the same way that it does in minesweeper. A different density for sure, but the same phenomenon in kind or am I missing something?
The game is missing 'first-click safety' and a few other QOLs (color clues not shown in-game..), so there's also that. The lack of fcs is quite unfortunate because, so long as your opening cell isn't of distance one, even high difficulty boards (30+) are solvable with no guesswork. I haven't suss out every possible starting combination, so maybe it isn't all of them, but most are playable.
Here's one difficulty 35 board I just solved with no guessing involved.
dif35.png
The most important difference with minesweeper is you can squeeze information by deactivating known mines.
@criatura-nocturna I dont think that it's bad or something, it's just different gameplay. Maybe you should add some additional cells (just 3-4) which opens at the start in random positions to give it more "puzzles" mechanic, but it's just my thoughts :sunglasses:
@graymansion Oh, I see. I thought you had a different kind of thing in mind. It's alright. Cheers 🙂
I wanted to give you points for humor due to the little face but couldn't \[. .\]
I think having the super granular difficulty isn't great, because as a player I'm not going to know what to set it to (and the default of 2 is way too easy).
> but it was only half-working in my browser (working but also triggering the right-click menu) and couldn’t troubleshoot it on time.
You need to call `preventDefault` on the `contextmenu` event. Not sure how to do it in the game engine you're using but it would have been enough to add the following to the html file that it outputs:
```html ```
Didn't read the description at first an played the game. I thought that this is only humor rated, but after clicking the field and realising i got it. Supert good idea, i really like the game.
@henk Thanks a lot. I'm doing some work in the post-jam version and your snippet really came in handy. It helped me realize, half the reason it wasn't working was because I forgot to turn off my "absolute right-click" extension 🙈
Flag then neutralized to win don't seem really intuitive to me. Why don't you let neutralized bomb directly ? Nice entry, i liked playing it !
@fabonacci The game works at its best when you're trying to solve it with as little info as possible (not deactivating mines as you encounter them would be part of that). This is only vaguely suggested by the 'move count' number and, in practice, there's no numerical difference for doing either (I'm addressing that in the post-compo version).
Either way, I'll have to think it through, but there's probably no reason to not also have an option for instant deactivation.