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).
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.
Nice idea but its a miss for me.
I will say that it took time for me to develop an intuition for where to focus solving efforts. I think if people spend a little time with it you wont have to click around as much to know where the next break in is.
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!
I'll meet you halfway— if you'll please consider my feature request, I'll go visit my optometrist. :D
Improving the color choice might help, but slightly thicker lines I think would also be of significant help.
Also, it's common for sudoku solvers to allow you to press Shift+number to do a one-off toggle for the "note" checkmark.
I played through the daily puzzle:
1. It was really hard in dark mode to see what I was doing
2. Scanning was almost impossible without clicking and seeing the runs -- so it was mostly fully pencil mark and find pairs and triples.
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.
(Perhaps instead of lines, shade the cells in the runs to avoid clutter with borders and writing over numbers)
the puzzle now shows all runs all the time.
I feel that this sentence from the blog post should have made some alarm bells ring:
> Sometimes I fall back on selecting cells randomly until I find one with highly constraining runs.
Clicking through individual cells one by one sounds really tedious, but this also makes it clear that playing through puzzles doesn't build up some ability to see the runs at a glance.
I think the only way you make this work is by eliminating the concept of run being entirely determined by the board layout. There would need to be way fewer (mostly longer) lines, they should always be visible, and they should be set up by the puzzle constructor to be interesting rather than with purely a mechanical rule.
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.
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.
runs are shown between all adjacent cells.
Pretty surprising to be honest. I feel like I've discovered a new phobia.
I.e. if red was always 2 cells long, green was always 3, etc
The length of the lines plays a significant role. Especially if you get one that's 9 long
A couple of suggestions, usability-wise:
* when a single cell is selected, it'd be very helpful if the game would auto-highlight all other cells connected to it.
* 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 :)
The instructions took a moment or two to understand for me.
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.
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.
Is your "at most 9" logic preventing loops?
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 stay Voronoi). Actually, to reduce visual clutter, maybe color the edges rather than the lines crossing them? Perhaps make odd-sided polygons blatantly different too?
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.
And of course there needs to be a "fill in all pencil marks so I can work subtractitively" button.
Second of all I hate you for giving me a new game to procrastinate with.
Thirdly, please make the lines more visible!
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.
"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.
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.
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.