As I moved the last piece I was 75% expecting to be rickrolled.
Show HN: I may have created a new type of puzzle
241–250 of 485 posts
Re: Show HN: I may have created a new type of puzzle
#242Very cool little game. More levels please!
Re: Show HN: I may have created a new type of puzzle
#243Re: Show HN: I may have created a new type of puzzle
#244(author here) Great feedback! Yes, I am the "Land of Lisp" guy Sorry about the potential epilepsy trigger- that was the fastest way I could think of to code a quick "reward effect", I will do something different in the next version. I didn't really expect anyone to care enough to solve the puzzle lol. Now that I know people like the puzzle, I will build out the website and post regular puzzles, follow my Twitter @lis…
Granted there is the blue feedback if you are on the flower, but it’s confusing when you are trying to plan ahead.
edit: Fun puzzle though!
Re: Show HN: I may have created a new type of puzzle
#245Earlier quoted context omitted.
Fair enough. Depends how you arrange your ontology. But then anything is a new type of problem, so the claim becomes meaningless.
When you're solving the sliding cars puzzle as a person you're not thinking of graphs. The experience of solving OP's puzzle is entirely different from the one you mention. In theory you could stop, write down the underlying graph representation and solve it that way I suppose. Does anyone do that though?
Re: Show HN: I may have created a new type of puzzle
#246Earlier quoted context omitted.
I don't know, it hasn't being listed, neither has 0.
0. Be Conrad Barski 1. Create http://www.dogbunnypuzzle.com/ and post to HN
-1. be Conrad Barski 0. Create http://www.dogbunnypuzzle.com/ 1. post to HN
Re: Show HN: I may have created a new type of puzzle
#247- good difficulty level. Needed to do a lot of doubling back to solve it.
- Rules we’re easy to figure out for the most part. It would help to add more visual cues about (dis)allowed paths. Ie, given the node occupancy right now, which paths are valid?
- it took me a minute to figure out that valid destination nodes highlighted when I started dragging an animal. Maybe make the invalid nodes red too.
- I assumed that animals couldn’t share nodes. I didn’t try that for a bit, which slowed me down a lot. Wasn’t clear how to chose the “bottom” animal on a node. I also assumed that even if the rabbits were allowed to share a node, a dog and a rabbit could NOT share a node because the dog would eat the rabbit.
- overall a nice example of complexity emerging from a simple rules, which is what you need for a puzzle.
- it’s annoying that you can’t see the node label for occupied nodes
- obvious stats to track include overall time to solve and moves to solve.