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Hello Byrek! 

Thank you so much for such a nice comment!

 I double checked just now and it seems like the difficulties are working correctly, but I do agree they are very similar. I used an online tool to generate the sudoku's (qqwing if your interested, I don't  know how it works) and the tool offers 4 different difficulties it can generate, so I generated 100,000 of each difficulty and are using those for the puzzles in the game. 

 From my testing Easy and Normal are almost the exact same in most cases, in a certain precent Normal requires a bit of extra logic, Than Hard is noticeable different but not very difficult, and than very hard I find you do need to use so more "advanced" sudoku techniques (at least advanced to me) like XY wings.  

I think I will probably leave the difficulty ratings relatively as is because for those who want an easier time, I found that the few times easy does require slightly more sudoku logic it might not be what they are looking for.

But I could definitely be wrong and maybe there should  only be 2 difficulties, Easy and Hard, I'm honestly not sure.


Also if you have any other recommendations please let me know!  I'm glad someone is actually playing the game at all. (I haven't gotten my Playdate yet so I only got to test it on the simulator)

Thank you for taking the time to reply and give me some insight into how you developed the game and your thought process.

I am a pretty novice sudoku player - it is my in-flight game of choice for when I'm on an airplane.  But having it on the go with the playdate (and yes, I'm stupid lucky to even have one right now) has proved to be a fun little boon to my playtime with the game.

That said, I might not be the best to provide deeper insights into development from within the sudoku world, but I did have one other feature I was hoping for, if it is in your interest or desire to flesh out - a way to leave potentials marked in the cells (and maybe this is just a novice sudoku player thing to even want).  The way I've done this in the past, is with smaller numbers filling out the top of the cells, before eventually (hopefully) eliminating the ones that no longer apply, and filling out the square with the right number.

As far as implementation, I sat down and worked through some ideas, if you are interested.  I worked out (in photoshop) that a 6pt font would allow the requisite 9 potentials to be marked inside the cell (3x3) - though I clearly have no idea if this translates to the development/coding side of things.  I also thought maybe an A+B combo press could be used to access/exit this sub cell marking area (as long-presses are already used for fast scrolls), wherein the normal controls then are used marking.  I was thinking the sub cell text starts top left, accessing top middle after a number is placed and the right arrow key is pressed, proceeding to top right, middle left, etc.  Highlighting, in the way you've already done, may be necessary for entering and editing the potentials, with null entries in the list being voided (say you figure out that potential is no longer valid), and subsequent potentials shifted.  Automatic ascending sorting may also be useful in the sub cell.  And I thought that if the user marks the cell as normal (without going into the sub cell) with their guess, it erases the potentials, but saves them, and reloads them if the user erases their guess (which, sounds like it would be annoying to implement, as someone who doesn't code).

Anyway, that's my latest thought - please completely ignore if you don't see it as viable, valuable, manageable or whatever - my feelings will not be hurt.  Again, I'm thankful for your time already devoted to this, and for replying to me, and hope you get to see it in use in your own hands very soon.  Thanks :)

Hello again Byrek!!!

Thank you so much for taking the time to both write out such a detailed response/request and giving such good ideas!  I tried to implement Notation in a way that I think makes sense, I don't think it's the exact same way you recommend just because I thought this was simpler to implement for now.  To use Notation  press  A+B  at the same time (like you recommended!  I wouldn't have thought of this so thank you). than you can use the D-Pad and the A button to navigate on a smaller 3x3 grid and show/hide Notation Numbers, then use the B button the exit Notation mode and go back to normal.  This is the first iteration of this feature for now, and it doesn't look perfect because the boxes are really small so its hard to fit 9 numbers into them, but I figured this was better than nothing for now.  I tried to find a smaller font like you recommended based on your measurement but I couldn't find any that actually fit 3x3 numbers in the small boxes. this was the smallest font I could fine for now (its just one that comes with the Playdate).I tried to make my own font for this but I'm terrible at design so I thought this was the best option for now.  I also haven't added the automatic Notation removing yet just because of the you have to select numbers by cycling through them.  I did make sure the Notation are save and loaded with the rest of the game, and I made sure the Notations are stored even after you select a number for the specific cell like you recommend.


if you want, let me know what you think of the current version!  I know its definitely missing some pretty obvious features (like the auto removing of Notations) and the notations dont fit nearly as well as I would like but I think its better than no notations for now. Thanks again for all your input.