Some points...<p>There are three different tile sets: hex, square, and triangle. There are also infinite versions of each. Hex are the easiest, triangles are the hardest. Infinite repeating planes make some things much more complicated.<p>You start out with simple constant based rules.<p><pre><code> 5
┌──────┐
│ 4 │
│ ┌───┼──┐
│ │ 2 │ │
└──┼───┘ │
│ 2│
└──────┘3
</code></pre>
The 5 region and the 3 region can't be resolved directly, but you can say:<p><pre><code> * the 4 cells within the 5 region must either be a 3 region or a 4 region
* the 2 cells in both regions must either be a 1 region or a 2 region
* the 2 cells in the 3 region must either be a 1 region or a 2 region
</code></pre>
So you would create those as rules.<p>Later, you get to use variables (they get tricky to think about)<p><pre><code> X+
┌──────┐
│ 0 │
│ ┌───┼──┐
│ │ ? │ │
└──┼───┘ │
│ ?│ +1
└──────┘X
</code></pre>
A region with X+ (e.g. 3+ which says that this region has 3 or more mines) that overlaps a region that has one more than the number of mines in the X+ (e.g. if the X+ was 3+ then the second region would be 4) and there is no part of the X+ region that does not overlap the X +1 region... and I don't care about the actual values designated by the '?'<p>The intersection of the two regions is either X or X+1 (3 or 4).<p>But that rule can be applied for a 1+ and 2 region, or a 2+ and 3... and so on.<p>And then you get more variables that you can use.<p><pre><code> +Y
X
┌──────┐
│ ? │
│ ┌───┼──┐
│ │ ? │ │
└──┼───┘ │
│ 0│
└──────┘X
</code></pre>
The X+Y region that does not overlap the X region has Y mines in it. So a region of 8 that overlaps a region of 5 (and all the 5 is in the 8) has 3 mines in the non-overlapping area.
Try the demo!<p>Bombe embeds a copy of the Z3 SMT theorem prover to validate that the rules you create are sound, enabling it to show counterexamples for logical inconsistencies.<p>People mention the UI being bad-- I think it's more that the fundamental gameplay loop is confusing, and it's sometimes hard to understand the logic behind the rules you need to make.
I like this! It reminds me of Zachtronics, specifically Exapunks. I will make sure to grab a copy. Gameplay is important to me, so I hope that it plays well. I'm curious is there is a solve state. We will see.
“Robots will use all the CPUs in your computer to solve levels in the background. Not only does it cut down the time to re-test all levels, it makes your room nice and warm.”
Hexcells but with a terrible UI?<p><a href="https://store.steampowered.com/app/265890/Hexcells/" rel="nofollow noreferrer">https://store.steampowered.com/app/265890/Hexcells/</a>
There's so many games like this that seem completely capable of playing in the browser. Why haven't we seen a platform like Steam for in-browser games?
The UI feels unpolished (why can't I select multiple patterns in one movement? Why is the bomb/free selection so small?) but the game loop itself is quite satisfying. I remember playing Minesweeper as a child, explaining the deductions I made to imaginary friends, and having to think through why a certain rule works the way it does scratches the same itch.