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Show HN: I made a live multiplayer Minesweeper game

minesweeperpro.com

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Re: Show HN: I made a live multiplayer Minesweeper game

#52

There are a couple of cooperative multiplayer minesweeper games around -- of note is [1], which is an infinite (or very large) persistent minesweeper world where you can just start solving subsets of the board, and move up leaderboards, etc. [1] https://m3o.xyz

You need to sign up to play it though. :(

You can play without signing up, just tried.

Re: Show HN: I made a live multiplayer Minesweeper game

#53
post #52

Earlier quoted context omitted.

You need to sign up to play it though. :(

You can play without signing up, just tried.

I get "Sign in to open and flags cells not adjacent to already opened and flagged cells".

Other than that, it does work, you are right.

Re: Show HN: I made a live multiplayer Minesweeper game

#55

What is the difference between "live multiplayer" and "multiplayer"?

There are asynchronous multiplayer games like Super Auto Pets, where you build a "team" of some sort and pit it against ghost teams of other players who played recently. Though I can't imagine how that would work for Minesweeper.

Re: Show HN: I made a live multiplayer Minesweeper game

#56
post #41

If you didn't heard of it yet, there's a Minesweeper game where you try to solve it Algorithmically I.e. you make rules like "If there are 2 free cells around number 2 them flag them" and the game recursively applies them to the board Except simple levels solve fast and in ten minutes you are on monstrosities like ?2?? ?32? 23x2 x-bomb x?3? ?-unknown https://store.steampowered.com/app/2262930/Bombe/

For me Bombe was fun, but I lost interest once rules needed to be complicated enough that I would have to run them for multiple hours to solve further levels. You either end up needing rules with four or five variables to apply fully generally, or you break down and define a combinatorial explosion of rules with some of those variables specialized. The priority system doesn't work reliably either; I frequently see a new rule I just added with max priority not running while other slower rules keep running for thousands of ticks.

It's not the dev's fault because Minesweeper is inherently hard for a solver (the game uses Z3) to solve in this way, but it took the fun out of it for me. But the amount of fun I got until I reached that point was well worth the sale price. (Also I can never be too negative about a dev who supports Linux first-class as brejc does.)

Re: Show HN: I made a live multiplayer Minesweeper game

#57
Besides whats called out by others: It would be nice to have the usual action of "press both mouse buttons" on a number to open all non flagged fields around it. That reduces the amount of required clicks a bit.

But maybe its intentional to avoid one player scoring too many points at once?

Re: Show HN: I made a live multiplayer Minesweeper game

#58
If the rate limiter buffered your action instead of just reverting it entirely, with some indication like a faded out ghost to indicate that the action will be played out later, it would be much better. Otherwise it's too frustrating to have to click everything three times because the game keeps undoing what you did.
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