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Show HN: Kuboble.com – Minimalistic sliding pieces puzzle game
Hi,
I wanted to share a simple game I wrote.
It's a sliding pieces puzzle like many others. I have focused a lot on making the experience smooth and
minimalistic and the levels being challenging in a way a sudoku or chess puzzles could be.
I had no prior knowledge of game development and while it feels like someone competent could build this game in a week I spent over two years and hundreds of hours to bring this game to life.
My journey went through:
- thinking it will be a PC game
- being overwhelmed by the amount of different game frameworks
- hiring an indie dev to bootstrap the game in Unity for me
- realize the small levels are actually cool and it might fit on a phone
- generating levels and playing through thousands of them myself to curate a smaller list
- realizing the Unity wasn't a good choice
- rewriting the game in html + js drawing on canvas + React
- hiring a bunch of fiverr artists and testers to polish it up
I think I am finally satisfied with the result enough to be willing to share it with the world.
If you're a fan of minimalist sliding pieces puzzles I'd be happy if you give it a try!
the game has:
- no ads
- no tracking of any kind
- fully offline after first load
- xwdv 4y agoIf you’re building puzzle games, I would suggest not starting with the game but instead create a program first that generates challenging puzzles, then build a game around the levels it generates.
- ellipticaldoor 4y agoThank you I really like this game
- kuboble 4y agoThank you! It means a lot to me
- emilesilvis 4y agoI love it! Thank you for making it and sharing it. And kudos for pulling it off. I'm interested in the process of creating the puzzles. What are the conceptual steps you go through to create them? Do you use some algorithmic process or it's all handcrafted?
- kuboble 4y agoThe process evolved and I have eventually settled with something like this: *Step 1: Level Generation* Let's say I decide to generate 3-ball levels at 4x4 grid I do `generate_all_boards(width: 4, height: 4,max_obstacles: 6)` and it will spit out all unique boards 4x4 with at most 6 tiles occupied by an obstacle with regards to all possible isoporphisms (rotations and mirrors) 4 4 .... .... .... .... 4 4 X... .... .... .... 4 4 .X.. .... .... .... 4 4 .... .X.. .... .... (...) 4 4 XX.X ...X .... .X.X Now on each board I decide the starting position (usually 3 balls in a row in a corner and some other choices if not possible) 4 4 ABC. .... .... .... 4 4 X... .... .... ABC. 4 4 XX.X A..X B... CX.X Then for each level I start generating with BFS all possible positions reachable from this state. I have several complex heuristics to decide which of those positions makes the most interesting level. After trying a LOT of heuristics I have made two main conclusions: - on board there is very often one main trick and any of the interesting final positions have solution based on the same trick and trying to make more levels from one geometry is in all cases I tried a logic duplication. - the maximum movecount is good enough of a metric so I take the maximum movecount position, whith some other tie-breakers I don't remember. e.g. FINAL POSITION: score: Movecount: 13 A B C . a . c . . . . b . . . . Rinse and repeat and I have aproximately 40k levels in the current database. * Step 2 : Level Curation* I have created a version of the game with all those 40k levels split by groups of geometry, number of balls and number of obstacles, and a button "random level in current group". And I started playing those random levels over and over and over. I added a small button "Rate this level" so that whenever I got a level I thought was interesting or some new motive has appeared I rated it as "Super". In the end all the "Super" levels made it into final game.
- emilesilvis 4y agoVery insightful, thanks for sharing.
- slig 4y agoCongrats, will be playing it today.
- MariaElisabeth8 4y ago[dead]
- matsemann 4y agoI really like these kind of puzzle games. It's always so satisfying building up a kind of "intuition" on how to solve them, learn the patterns etc. Well done on "finishing" it. Your story is a typical one, myself being guilty of it: Going too grand in the beginning, and never getting anything viable out. Focusing on the core gameplay, even if "only js+canvas" with no fancy 3d graphics etc is the right start.
- trizoza 4y agoNice one!
- bitslayer 4y agoPretty. Keyboard shortcuts would be a nice addition.
- JKCalhoun 4y agoAgree. Ideally then you would need a notion of "focus" — which piece is selected (bonus if there is a key to toggle between which piece has focus).
- hxhxhrra 4y agoMaybe consider a different color palette. I have a red/green color blindness (like ~8% of the male population), and I can only barely differentiate the colors.
- kuboble 4y agoThat's a good point I haven't thought about. It's obvious mistake on my part. I will make the colors configurable perhaps. Interesting that none of the reviewers raised this point.
- vpol 4y agoThanks for killing my productivity! Very nice game.
- huhtenberg 4y agoNice. Sokoban nostalgia says Hi :) Some nits and comments if I may. * Don't count moving stones as an actual move until the stone is released. I am on a PC and if I click-and-hold a stone and then move it back and forth, each move is counted even though I haven't released the mouse button yet. This is somewhat counter-intuitive and unexpected. * Put the light source at the top. You have it at the bottom and this results in a drop shadow above the stones, which looks more like an unintended blur or ghosting. Also shadows/highlights are a bit inconsistent - base tiles imply that the light source is at the bottom-bottom-left, but the stones are shaded as if it's at the bottom-right. * Perhaps reduce the size of stones a bit to add some breathing space around them when idle and when moving. * Add a keyboard nav? There are two stones, so something as literal as awsd for one and arrows for another would work. Or just the arrows with a 'space' to toggle the focus. * Starring criteria is unclear. Got one level with "optimal" rating, yet it gave 3 stars. This was the one where I had to undo several moves because I was mindlessly moving the stone back and forth without releasing it.
- kuboble 4y agoKeyboard control with optional highlight of a current piece is available at https://kuboble.com/beta/ https://kuboble.com/beta/ it works with mouse or Tab for piece selection. arrows for moves, and backspace for undo
- kuboble 4y agoThanks a lot! I haven't expected more than few people seeing it. I'm absolutely excited that people like it and give great feedback. * the move is applied automatically the moment the done does stone_width/2 in a free direction. It would be tough to implement what you suggest. Also I did implement move counter the way you recommend - that if you make a move that cancels previous move it reduces the count but the testers were unanimously confused by it so I reverted it. * there is no light source. It's few simple 2d images. * I actually like how tight the stones are - like in a goban * keyboard is on my todo if pepole intend to play on a pc * starring is 5 for optimal score and 1 less for each extra move. Are you sure you have observed that anomaly?
- 4y ago
- GordonS 4y agoI tried level 1, moved the two stones onto the squares... and nothing happened? Eventually I realised that the stones need to be placed on different coloured squares - I'm colour blind (red/green), and can't tell any difference at all between the stones. For the squares, I can tell one is a bit darker than the other. You might want to consider using more contrast, or a more colour-blind friendly colour palette. Reminds me of Sokoban, which I first played more than 30 years ago!
- kuboble 4y agoI'm sorry. I will add a color-blind friendly palette.
- darkvertex 4y agoYea, even better: distinct iconography. A circle and a triangle, for example.
- Bedon292 4y agoThis would be great. It looks like at the top end there might be a third stone. So square, triangle, circle. And where they go on the board marked with the same shape would be very intuitive even with no color at all.
- eutectic 4y agoI think square, circle, octagon would make the most sense. Or maybe diamond (rotated square) instead of octagon. That way adjacent stone would always touch.
- pmontra 4y agoOr two different shapes, because there are too many different color blindnesses. Board games started marking counters many years ago. Sometimes their colors are so similar even for non color blind people. I couldn't get a black from dark blue counter two nights ago, the light at the table was not great. And yellow looked a pale gray. Examples for the game: the red stone could have a empty circle mark on the top it, the green one could have a circle with a dot inside. The destination squares would be marked with the empty circle and the dotted circle.
- Narew 4y agoIt's really close to "Ricochet Robot" in its principle. https://boardgamegeek.com/boardgame/51/ricochet-robots https://boardgamegeek.com/boardgame/51/ricochet-robots Really fun game
- Techbrunch 4y agoI came to say the same thing ^^ Check: https://galactic.run/ https://galactic.run/ for a web implementation :)
- kevincox 4y agoI love this game and made a web-based solver that can also be used as a game board in a pinch. https://ricochetrobots.kevincox.ca/ https://ricochetrobots.kevincox.ca/
- kuboble 4y agoOh yes. It has basically identical mechanics. However - I only started really liking my game when I have realized that you don't need big complex boards to make interesting challenges.
- eemmpy 4y agoNice game. Also very similar to my Persuasion puzzle game (https://persuasiongame.codesimple.net/persuasion/ https://persuasiongame.codesimple.net/persuasion/) which I created a good few years ago, originally for Android and then ported to the browser. I like the simplicity of the Kuboble levels. I started like that but then got carried away adding switches and teleports etc. to the later levels. And similar to Kuboble, mine could do with some keyboard controls. I think both work better with touch screens.
- bambax 4y agoNice game, and excellent story! Thanks for sharing!
- ismailmaj 4y agostuck for 20 minutes on lvl 6 for the optimal solution, 10/10 would recommend
- nadinengland 4y agoI keep coming back to it and can't get better than 8 on lvl 6. Would love to know how you've done it!
- kowlo 4y agohttps://imgur.com/a/HAKSFZV https://imgur.com/a/HAKSFZV
- mteam88 4y agoAwesome. What are your thoughts on web assembly?
- riskycodes 4y agoThis is great!
- mmww 4y agototal people hired? total spent? what unexpected things occurred hiring people? great job, played for longer than expected :)
- kuboble 4y agoI would say 3 people have contributed significantly. 1) Indie dev - build a first version of the game in Unity. She is responsible for the look&feel of the gameplay 2) Fiver person 1 - who made the very crude js version of the player which I refactored into final version. 3) Fiver person 2 - who helped me with the design of the game menu. Other than that I have hired some other designers on fiverr, whos designs I didn't end up using, several testers and reviewers. I also asked all friends and family to try it out and I have observed if they can figure out what the game is about without any hints. Nothing really unexpected happened in regards to working with people.
- perryizgr8 4y agoVery enjoyable game! Well done, I'm hooked. Is there a meaning behind the name?
- kuboble 4y agoNot really. It's something based on my name Kuba. Should sound like a game name, be short and have a free .com domain.
- Redsquare 4y agoCongrats, like it, simplistic - will see how my kids do at it after school
- pachico 4y agoMy colour blindness says "never again"
- 4matt 4y agoVery nice. Maybe hide the undo button when it's 0? Also, tiny error on desktop: start dragging a piece, move out the window, release, and then either piece will move on mouseover.
- shanehoban 4y agoI don't see how to pass level 13, it doesn't seem possible
- shanehoban 4y agoNever-mind, I actually did it by just accidentally dragging them out of frustration - it is possible!
- ankitrgadiya 4y agoThinking in the reverse direction helped me.
- MrDrDr 4y agoThis is very good - got me spending more time playing than I intended to and I will definitely share - well done. Maybe consider the wordle - one game a day/ share your score with your friends on social media approach - so your users stay hungry and don't waste too much time playing it!
- rajansaini 4y agoSeconded! If you make it easy/fun to share I (personally) would totally do so :)
- Ntrails 4y agoI shared it by copy pasting a link to my friends. It really doesn't need to be any easier.
- el_snark 4y agoNo instructions. No idea what the objective is. Gave up after 60 seconds.
- robofanatic 4y agoCool game
- insane_dreamer 4y agoAs a former sokoban player (I think I last played it on a Palm V but can’t remember) I like it. I miss the little guy running around though :) nicely done
- SamBam 4y agoVery cool! Very elegant, I like the style, and I like how intuitive it is to play, and yet gets tricky in some of the later levels are. I'm currently on level 12 with perfect stars. To me the order of the levels doesn't quite always increase, sometimes a later level is easier. This could just be whatever path I happen to see first, though. If you're collecting data, though, you may be able to use it to re-order your levels. One small thing that could be nice: the sound of a "click" like a go piece when the pieces collide. A lot of go games have a pleasing click sound, and I think it would be good here. (If you wanted to be fancy it could even be a click when the pieces collide, and a hollow this when it hits the side of the board.)
- kuboble 4y agoThanks :) I had a click sound, but it turned out that on some devices playing the click via javascript works awfully bad (random delays) and it was more confusing than useful. I intend to work on it a bit once I add some customizations options and it will be possible to enable / disable sounds. The order of levels is by 1) number of balls, 2) board size, 3) optimal number of moves. Although not perfectly it's actually quite well correlated with difficulty - all levels above 100 are much more tough than any of the first 20 etc.
- ranting-moth 4y agoI know everyone is saying it, but it's brilliant! Dead simple gameplay but challenging puzzles!
- kuboble 4y agoThank you so much! That's the exact experience I was dreaming to achieve
- 777Blooms 4y agoStuck on level 12, have found solutions with 10 and 9 moves but not 8. Hmmm
- eutectic 4y agoorange down green right orange right green down green left green down orange left green up
- 40four 4y agoCool game, I like it! Anyone else stuck on level 6? :)
- deleted 4y ago[deleted]
- kowlo 4y agohttps://imgur.com/a/HAKSFZV https://imgur.com/a/HAKSFZV
- wink 4y agoLooks good! I would assume it's for mobile first and it feels a little clunky having to move the stone with a mouse if there's only one direction. Not sure if it would work to just slightly sling it into the direction instead of having to drag it all the way, if you know what I mean. Double-clicking to make it move would work if it's blocked in all but one direction, but that's a weird edge case. Also on a 27" it's a tad big.
- kuboble 4y agoit's enough to slide the ball piece_width / 2 in the direction of travel and the move will auto-complete.
- Waterluvian 4y agoI enjoyed this so much that I began sharing the link with friends. Well done. Your journey is my journey, many times. I've tried so many different game engines and such. What I've learned that works for me and scratches my creator itch perfectly is: - Make small games. And I mean SMALL. Like what you've done - Write them for the web to trivialize sharing them with the world - Use very basic HTML + JS/TS and maybe add React if you've got a lot of UI. And Canvas is great. - Look into Pixi.js as an abstraction on the canvas API that gives you a ton of great features and huge performance for free (free WebGL if supported). I love Pixi because it just tries to be a renderer. It isn't a game loop or sounds or IO or physics. - Explore the game you're developing, but don't succumb to scope creep. Know when to decide "that's a really cool idea, maybe I'll save it for my next game." I have too many games that are large in scope but totally incomplete. - Never be deterred by "this is already been done" or "nobody will want to play this." The journey is the point. Sharing it with us is just a bonus.
- ptrwis 4y agoEven without Canvas HTML with SVG is great - you have lots of easy to add effects and built-in IO events. There is now a Web Animations API which is also easy and pleasant to use.
- chienandalou 4y agoFYI: while the game is running one core of my 5600X is always at 80% load (current Firefox on Fedora Linux), although nothing's really happening. It looks as if there's a busy loop in the background burning CPU cycles. Apart from that, nice game, well done!
- cookie_monsta 4y agoOh, yeah - I think it sucks my battery charge too, that would make sense
- moffkalast 4y agoPlays quite well, and having the total moves displayed as a goal is super helpful to figure out roughly how complex the solution ought to be. Got to level 15 so far and it seems reasonably well balanced. Getting the level difficulty scaling right is often quite tricky, having made a fair few games so far that's always been a pain, so very good job on that. May be worth adding one even simpler first level since some people here are apparently having trouble figuring out the mechanics at the very start. One other suggestion I'd make is regarding the art style, which seems a bit inconsistent. The space wallpaper doesn't really fit with the rest, I'd imagine a wooden table sort of texture might look better. Having the buttons in the same style as the game board tiles would tie the gui together more, etc.
- px43 4y agoI for one appreciate the wooden board floating through space theme.
- moffkalast 4y agoIt's more likely that one wood think. https://www.syfy.com/syfy-wire/can-you-build-a-satellite-made-out-of-wood https://www.syfy.com/syfy-wire/can-you-build-a-satellite-mad...
- caxco93 4y agoI Enjoyed the game a lot and so did my partner. Quick feedback for mobile would be to have the retry button next to the Undo one. If there is a space issue then maybe switch the undo one for a circular arrow. We found ourselves retrying most of the time and it was really cumbersome to open the level menu and hit retry after
- kuboble 4y agoThank you! Retry is there if you click "Level" button in the top right.
- f5ve 4y agogood job!
- passion__desire 4y agoReminds me of this simple Pushing Machine game. Pushing Machine (Impossible, puzzle 1) https://www.youtube.com/watch?v=0lL5YQHHnog https://www.youtube.com/watch?v=0lL5YQHHnog https://play.google.com/store/apps/details?id=com.reactor.pushingmachine https://play.google.com/store/apps/details?id=com.reactor.pu...
- snozolli 4y agoStumped by level 20. Didn't expect to get so sucked in!
- expiredToken 4y agoIt's simple and easy to play, well done!
- marek_TR 4y agoInteresting game, very good minimalist design. I'll try to play. Self-documenting. No description needed.
- ehaveman 4y agoFun except the colours are all but indistinguishable for colour blind people like myself. Be nice if games defaulted to a colour scheme that worked for everyone (Vs the trend of offering a “colour blind safe” mode)
- samgtx 4y agoGreat game. I have played a similar game to death on android called Flow Free. I binge the new packs as they come out. The first game/set of puzzles was free and I have purchased and completed every new pack to optimal/5 stars. They're a few dollars each. They release big packs of puzzles with new layouts and also a daily and weekly group of puzzles. Very addicting. I actually wrote them a few years ago asking for more packs to buy. If you haven't seen it before maybe take a look because I think you could do very well with this game you have built.
- VBprogrammer 4y agoWith my colour vision deficiency the tokens on the first couple of levels practically look identical. In fact I had to guess by assuming what was harder arrangement. Could the colours be made more accessible or perhaps some other clue added?
- mytaterskin 4y agogo to https://kuboble.com/beta/ https://kuboble.com/beta/
- jonnycomputer 4y agowow stuck on level 33.
- ozym4nd145 4y agoIn case you were looking for solution: https://streamable.com/grfael https://streamable.com/grfael
- jonnycomputer 4y agoInterestingly enough, that video shows a level that is similar but not identical to the one I could not (and thus far cannot) win: https://drive.google.com/file/d/1_rZNJDQX_mx45iyaXdmS2gWi2DwWvz2p/view?usp=share_link https://drive.google.com/file/d/1_rZNJDQX_mx45iyaXdmS2gWi2Dw... Apart from it being a mirror image (and I guess rotated), the starting positions differ. I suspect it is, in fact, not solvable.
- ozym4nd145 4y agoWhat if you do this (w.r.t screenshot image): * Green up * Orange right * Green down * Green left * Green up * Green right * Orange up * Orange left * Green left * Orange up * Green right * Orange right
- jonnycomputer 4y agowell hot damn.
- greenpeas 4y agoReally fun game, congrats! And good job sticking to it for so long, and getting it out there! I'm curious whether you wrote an automatic solver to find the optimal number of moves per level? And does the number of moves in an optimal solution correlate with difficulty? Or are there easy levels with long optimal solutions?
- kuboble 4y agoLength of the solution correlates with difficulty just not perfectly. It's easy to come up with artificial boards with high move count that are easy (e.g. Hanoi towers or long winded corridors) With three pieces difficulty gets much harder past 16 moves optimal. It was a long process but in the end I wrote program to generate all different board shapes, for each of those shapes I generated some basic starting position (all pieces next to each other) and then generated all positions reachable from starting position. Then I tried different heuristics as to which level is the most interesting and ended up with just taking the one with the longest solution. It generated approximately 100k levels and I started playing them randomly and marking those I liked to final game.
- greggrahamer 4y agoNice work! I’m a fan of a new puzzle every day. Mix things up, some hard, some easier. Much in the way Wordle/Figure/Killer Crossword does it. You don’t need to change your game, give a url that changes the puzzle every day. People who want to binge can do it, people who want one-a-day can do that.
- kuboble 4y agoI have such a plan - but I didn't want to add thousand features in case nobody wants to play it. Right now on my todo list there are two majors 1) colorblind friendlyness 2) making the gui loop fully idle when nothing happens and I will want to add a level of the day soon afterwards if I see people are actually willing to play it. And the reason why I went with the "campaign" as default is that the difficulty of puzzles differ tremendously so the gradual progress is better than one the same puzzle a day for everyone.
- Anuiran 4y agoThe colors are really hard for me to see, but otherwise it is a cool idea.
- vz1982 4y agoLevel 62 is killing me ;) Any help is appreciated.
- kuboble 4y agoHint: reduce it to level 38 :)
- kuboble_user 4y agoCould you provide some additional hints/tips/solutions for level 60 and level 62 ? BTW: How many levels are implemented in total ? More than 200 ? If so, then such a difficulty at level 60 is little to high, IMHO (of course, when it comes to finding the optimal solution).
- kuboble_user 4y agoLevel 60: 14 moves (unable to find 13), level 62: no solution, level 64: 14 moves (unable to find 13), level 65: 14 moves (unable to find 13). This is the point at which further play ceases to be interesting and becomes annoying. Please provide some help/tips.
- kuboble 4y agoI am personally rather against giving away solutions. The whole point is to solve the thing yourself. And as a hacker yourself you can probably write a solver if you really get frustrated and can't move forward. And as my previous comment suggest - you can easily reduce level 62 to a previous 2-ball level which you have solved apparently. I am considering adding more easy levels though.
- hairtuq 4y agoI wrote a solver for Atomix (https://github.com/falk-hueffner/atomixer https://github.com/falk-hueffner/atomixer), a similar game. Technically, the only difference is that in Atomix the solution location is not predefined, although probably based on level design this game actually feels quite different. Since the solver just tries all solution location anyway, it would be quite simple to adapt it to this game.
- opdahl 4y agoReally fun game, was able to get the optimal solution of the first 37 levels, but level 38 really got me stumped! Been trying for maybe 10 minutes and can't even solve it no matter how many moves I do. What would also be a fun exercise to write like a solver script where you basically try to brute force every puzzle. I'm sure you can get the optimal solution very quickly at least in these 4x4 grid games and only 2 balls.
- conradfr 4y agoDid you solve it? I didn't. Buy you can skip to the next level ;)
- qasimir 4y agoIt isn't solvable, I am willing to put money on it. Not proven rigorously, but mentally one can set up the balls in the final positions and run the puzzle in reverse. the rules change as they can only move orthogonal to a wall or ball they can "push" off, then you can see they can't end up in any configuration which is reachable in the start state, running the normal rules. Keen to hear if if I am wrong OP, but with me andy friend both having 30 and 15 plus minutes respectively, I would imagine we have gone through every possible configuration by now
- VBprogrammer 4y ago=== Spoiler === I managed that one not too bad. The trick is putting the marker nearest the bottom against the bottom wall (playing it in high contrast mode that's the black one). Then shooting the other one around in a C-shape to get back into it's spot. Now 36 I can't get in 13 moves and I'm stumped!
- aklein 4y agoStuck on 36 too! 14 moves no matter how much I think about it!
- 4y ago
- agentwiggles 4y agoPlayed the first 6 or 7 levels. I enjoyed this a lot, and I'm not usually much for puzzle games. One thing I like is that you let the user undo as many moves as they want, and also that I can retry a puzzle without any kind of feeling that I've failed somehow. I've noticed in a lot of these online puzzle type games like Wordle and its various clones/cousins that the player is often punished somehow for experimenting with the puzzle. This strikes a good balance, where I can fiddle around with the puzzle to my heart's content but still feel satisfied when I get one in the target number of moves. Nice work!
- kuboble 4y agoThank you. My idea is that the challenge here is not the time nor getting the puzzle right at first attempt, but as in math problems it's to find the best answer at all eventually. And if I can't solve some level I can come back to it later (hence the filters for partially completed levels).
- pigcat 4y agoThat was fun! Congrats and thanks for sharing :)
- sltkr 4y agoFun! It seems like a simpler version of KAtomic (https://apps.kde.org/katomic/ https://apps.kde.org/katomic/). By the way, PuzzleScript (https://www.puzzlescript.net/ https://www.puzzlescript.net/) is a great way to prototype or implement these kind of game ideas; see for example the "Neko Puzzle" example.
- green-eclipse 4y agoI love this! I'll be waiting at doctors offices a lot over the next few days and will be grinding hard on this. Thanks for sharing it. Playing on desktop vs mobile is interesting -- I noticed the board isn't just rotated 90 degrees, but rotated and mirrored. Just curious why you decided to do that? A quirk in the rendering or something? Thanks again.
- kuboble 4y agoSwapping x/y coordinates was easier than rotating. Didn't put much thought into it to be fair. But it's true that the mirror can feel like a completely different problem.
- green-eclipse 4y agoMakes sense!
- nkg 4y agoIt is pretty fun. I've reached lv10 so far. Good job !
- ozym4nd145 4y agoAwesome game! Really like the simple interface :) On a sidenote, anybody know how to solve level 29 in 11 moves? I got 12 but can't seem to figure out 11 move solution. Update: Got it now! @kuboble : Have you thought about having solutions/hints in case people are stuck?
- kuboble 4y agoYes. I'm not 100% sure it's the right thing, but I have deliberately decided against hints. If you can't solve a level there is no penalty. You can skip up to 9 skipped levels and come back later to those which you find hard.
- ozym4nd145 4y agoI see, also, what about a way to save the current state in a portable manner? Usecase Scenario: If I clear my browser session, then I lose any progress I made and will have to start from beginning (since I cant jump to arbitrary level)
- kuboble 4y agoThere isn't right now. It's something I will probably add now that people actually play the game
- tome 4y agoThis is really fun! Thanks for sharing.
- two_handfuls 4y agoLove it, but I’m stuck on level 13. The orange target is in a “hallway” but not at the end so it looks like the only way to put orange there is to have blue at the end of the hallway so orange doesn’t slide all the way to the end. But then blue is stuck and I can’t get it to their target! Edit: never mind, figured it out! Of course this has to happen right as I ask for help.
- kab0b 4y agoI am completely stuck on Level 37, anyone have a hint?