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Show HN: I may have created a new type of puzzle

dogbunnypuzzle.com

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Re: Show HN: I may have created a new type of puzzle

#244
post #175

(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…

I thought there was no solution because I thought the arrow pointing on the line from the flower meant you could only go that direction from the flower, but the solution relies on someone behind able to move backwards from the flower.

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

#245
post #181

Earlier 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?

Code Master is another that, again isn’t identical to this OP’s, but has the explicit constrained ATN. https://www.codewizardshq.com/coding-games-for-kids/

Re: Show HN: I may have created a new type of puzzle

#246

Earlier 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

Surely it should properly be:

-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
Fun! Would enjoy more of this. Thoughts:

- 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.

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