The main difference is having all the clues visible at the start changes it to a search and deduction logic style rather than reveal and react
However in practice it is very similar since identifying where the bombs are to not click them is exactly the same logic as identifying where the bombs need to go. The only functional difference ends up being that all of the hints are visible upfront rather than needing to discover them.
https://www.chiark.greenend.org.uk/~sgtatham/puzzles/js/mosa...
It would be far too easy to accidentally tap the screen and burn a Mistake, and if its your last one that would be frustrating.
And I could swear there was a share button, where did it go?..
edit: I'm wrong. Thanks steve.
reminds me of 14mv a bit - and judging by the reactions to it on steam you're going to get so many false bug reports from people not used to the long deduction chains haha
(a suggestion to try the hints near the feedback form might help curb this a bit..)
one qol thing I missed is that clicking a number to fill in the neighbours only works for crosses and not sunflowers (and doesn't work for "0" clues)
A few months ago someone on HN shared Dragonsweeper and it completely hooked me and my wife to the point that we had to agree to break up with it. https://danielben.itch.io/dragonsweeper
Are the clues hand coded?
how many dau you have?
I've been doing these for a long time, which is why this game seemed familiar to me.
I used to play this with a friend. You would take turns, that is, the mines would reveal themselves in real time, and your turn ended if you missed a mine.
Then the game would call you a slut when it ended, because my friend's MSN was in Swedish and that is the word for "end"
I like how ai agents make it possible to experiment with different game concepts.
I merged Go with Tetris while brainstorming some ideas.