It's an interesting idea but I really don't like it.<p>The runs not being visible makes it a really unsatisfying experience - you just kindof click around hoping that a cell is part of a long run (and therefore more constrained).<p>Most runs are length 2-3 as well and entirely within the the same "region", so are therefore redundant as they're already constrained by box logic.<p>Nice idea but its a miss for me.
This was hard, but fun!<p>One suggestion: make empty spaces visually distinct from filled spaces. Why? Because cell 73 in the tenth puzzle (today's) is small enough that I completely overlooked it, and used faulty logic to deduce all but two spaces before I discovered it. I was ready to file a bug report!<p>I'll meet you halfway— if you'll please consider my feature request, I'll go visit my optometrist. :D
Solved, and it was fun! But...some of the colored lines were hard to see. Particularly the light yellow ones. I had one "alternate" solution that it was marking incorrect for reasons it took me over a minute to spot...and it was just a super light yellow line I missed without really scrunching up to my screen.<p>Improving the color choice might help, but slightly thicker lines I think would also be of significant help.<p>Also, it's common for sudoku solvers to allow you to press Shift+number to do a one-off toggle for the "note" checkmark.
Thanks for showing this off!<p>I played through the daily puzzle:<p>1. It was really hard in dark mode to see what I was doing<p>2. Scanning was almost impossible without clicking and seeing the runs -- so it was mostly fully pencil mark and find pairs and triples.<p>Overall, unique, but I think some further constraints or human-setters (as you mentioned) could lead to more intuitive or clever paths to a solution.<p>(Perhaps instead of lines, shade the cells in the runs to avoid clutter with borders and writing over numbers)
I'll give it a shot, but IMHO while the logic of "runs" isn't super complex, it is way too hard to see at a glance and so I don't see myself giving much time to this.
My girlfriend really enjoys this. I have a design improvement suggestion: the connector lines should just go straight from the center of the opposite edges without also going through the center of the polygon as a midpoint. Going through the midpoint causes them to bend slightly and also become indistinguishable, but if they did not all go through that point, they would be unlikely to all intersect on the same exact point and be easier to tell apart.
I guess when I'm solving sudoku I lean on "runs" being all 9 so I know which of the 9 go into certain spots<p>I'm sure I'm not seeing something that lets me advance, but I'm just stuck with a lot of cells with two options.<p>it's also not clear why some "runs" just connect adjacent cells. I assumed adjacency (across zones) didn't matter because of that but the puzzle warned me when I broke that rule.
I am in principle in favor of inventive gameplay and twisting existing form factors, but this actually grossed me out as if it were gore and I had to close the tab before even knowing what was going on.<p>Pretty surprising to be honest. I feel like I've discovered a new phobia.
having fun with this. I like the longer runs better but it feels kind of crowded, I wonder if you could optimize for fewer+longer? also just had the thought you could fit this into arbitrary bounding shapes, not just a square...
It would be mighty helpful to color-code the colored run-lines by length<p>I.e. if red was always 2 cells long, green was always 3, etc<p>The length of the lines plays a significant role. Especially if you get one that's 9 long
This is quite nice! Thank you for sharing it. I think i came here after the good feedback had been incorporated. So i did not find anything confusing. It was quite fun to solve.
Cool concept, but I was repeatedly tripped up by very similarly colored lines running through the same cell. Would love it if you could hover over a line and have it highlight.
Fun, thanks for sharing.<p>A couple of suggestions, usability-wise:<p>* when a single cell is selected, it'd be very helpful if the game would auto-highlight all other cells connected to it.<p>* when the whole thing is solved, "Check" message should be just "Looks good", i.e. w/o "... so far" ... or perhaps just paint the whole field green, shoot a firework or do something else mildly rewarding to confirm the victory :)
I liked it thanks, i thought it was fun to play, i got an intuition for things after a while and i found it relaxing.<p>The instructions took a moment or two to understand for me.
OK this is fun! Congratulations.<p>That said, I urge you to find a designer friend to give you an hour or so playing a puzzle and talking through how to improve the playability. Basically all the complaints from people who tried it revolve around UI, which is absolutely improvable.
Add a timestamp for when it resets. Don't just say it's every 24 hours. Make it clear to users, don't reset underneath them. It's a globe and one person's cenvenient reset time might be another person's lunch break.
Interesting idea, but for clarity the cells need to be smoothed to ensure each cell edge has a minimum length.<p>eg. In the example image the top-left cluster has a given 9, where the orange line marking the run goes out to the right at what to me looks like a corner.
The lack of arrow shortcuts for navigation really throws me off (especially since both the mouse and the numpad are normally used by the right hand). Although cells have more than 4 neighbors, there's still a notion of direction; maybe just break ties by what is closer to the previous cell? Or use a subgrid? SGT's "bridges" and "map" puzzles may be interesting; the former doesn't care about neighbors but the puzzle guarantees indirect connectivity somehow, whereas the latter uses a subgrid. "Loopy" which has all sorts of shapes just gives up and disables it, even though good solutions exist for even for non-square grids :(.<p>Is your "at most 9" logic preventing loops?<p>I think I could probably get used to visualizing runs on my own if only the shapes weren't so irregular. In particular, the fact that there can be apparent "four corners" means it's impossible to tell which way the run actually connects; you should probably tweak the grid to ensure a minimum edge size (or maybe even forcibly align it to an orthogonal-with-diagonals grid? Either way, remember you don't need to <i>stay</i> Voronoi). Actually, to reduce visual clutter, maybe color the <i>edges</i> rather than the lines crossing them? Perhaps make odd-sided polygons blatantly different too?<p>Serious sudoko solvers have at least 2 kinds of pencil markings - I find "top" and "bottom" most convenient. Maybe insert an underscore at the end of the "active" set of numbers? (or overdraw for pen marks). But for puzzles complicated enough to need bifurcation, I really just need an arbitrary grid where I can put any number at any location in any order - or else an option to fork the entire puzzle.<p>And of course there needs to be a "fill in all pencil marks so I can work subtractitively" button.
Hi there!<p>As someone who's had some amount of professional work on games/toys I have bad news: I hate this (it's okay, I hate lots of perfectly good things!) from a UI/UX standpoint.<p>"Nobody has changed the layout of Sodoku..." there might be a reason for that. When you're trying to create organized lists/sequences, a messy visual is going to be frustrating. The geometry/symmetry of a Sodoku is part of the appeal. Think of a crossword: does the shape affect the fun? You might see circles vs squares, or some people building shapes by arranging the word lengths creatively, but nobody is trying to have the across words in one column and the down words floating in a nebulous space nearby, because that's not a crossword.<p>What value does this change bring? Why do you think there's more fun in the difficult to parse shapes over the clean rows/lines of standard sodoku? The changes seem to make it much harder to gronk how the game works and provide little added "fun" value. Think of it this way: you can play sudoku blindfolded and have someone fill the grid in for you. This would make it much more challenging (with essentially a UI change like your change) but not necessarily more fun for most people because the challenge isn't what the game is about. It would be similar to playing baseball in ankle deep water, or Halo using a DDR pad: novel and quirky, but missing what makes the game compelling in the first place.<p>I think this is a cool thought experiment and a great way to illustrate some concepts of game design (sadly, as a way of what NOT to do) and for that you should be really proud! Hope you're able to take something productive from my post.