@James Gameboy: the issue should hopefully be fixed now in version 1.02
Aardvark Soup
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I asked around with some other developers and it seems there is a likely explanation for it related to loading too many resources up front and exceeding a time limit. The reason why this only occurs on some Playdates might be because they somehow load files slower than usual (maybe having almost full storage makes a difference?).
Anyway, the underlying problem should be easily fixable by changing the way stuff is loaded. I'll will implement that and upload a new version. I'll let you and James Gameboy know when that's ready. Hopefully it'll fix the problem!
When I saw the first two seconds of this on the GMTK stream I immediately knew that this would be the type of puzzle game I'd be into, and I was right. Love it! Great twist on a classic formula. Incredible how many good puzzles (and new game mechanics) you managed to put in within such a short timeframe. Very impressive!
Thank you! Happy to hear that! Haha yeah, level 49 is pretty fiendish. I must admit nobody I asked to playtest actually managed to beat it without at least one subtle hint, so I considered making it a bit easier. But I personally liked the it so much I ended up leaving it as-is. Sorry about that😅 But thanks for confirming it's at least possible to solve without any hints😋
Looks like the game managed to trigger "something truly unexpected" then😅
So far I've only seen "regular" game crashes that give a QR code with a stack trace, which can be send to the developer to find the underlying bug. But in this case honestly have no clue what could've caused this or how to figure that out...
If there's anyone reading this who played the game and also has a revA Playdate, could you please leave a comment or send a message on whether you had the same problem?
Come to think of it, the Wikipedia page I linked to is a bit dry and used a lot of computer science and graph theory jargon. The concepts behind it are not very difficult at all though: they boil down to traversing your grid in a particular way while keeping track of which spaces you've already visited. I would instead recommend to Google for "game pathfinding" or "depth-first search" and look for a more straightforward explanation.
Besides graph search there are also "shortest path" algorithms (like Dijkstra's or A*) that give you the shorter path from A to B that doesn't go through obstacles. You don't really need those because you just want to check if the path exists at all. But if you happen to find a library that does shortest path that will also work, because those algorithms will return an error or report that the "shortest path is infinity long" if no path can be found at all.
All these algorithms are actually very efficient (execution time "scales linearly" depending on the size of your grid). I recently implemented one in Commodore 64 Basic and that worked fine, so for the Playdate it should definitely not be a problem!
Haha, I have never encountered a case where the other side was not accessible either, so I think that's pretty unlikely to happen given the number of mines and size of the playfield. If you'd really like to prevent this you could solve this via a graph search algorithm. Easiest way to do that besides implementing the search yourself is to take some existing pathfinding implementation (super common in game development for enemy AI etc., so there's probably one for Pulp out there) and make it check if there's a path from entry to exit, where mines are impassible obstacles. If the algorithm can't find any path, then simply regenerate the mines and check again.
I've never played the original (that's the game that originally inspired the concept of Minesweeper, right?) so I don't how it compares. But either way I really like this, especially on the hard difficult: I can usually figure out most of a guaranteed safe path by "feeling around" where the mines are but in hard mode I always have to take a few calculated risks and really factor in the shield as well.
My high score so far is 685. I wonder if that is any good😅
Really enjoyed it! The puzzles are very creative and have a good difficulty progression: I was never stumped for long but still felt clever for solving them. I also like how the game manages to accomplish this while just sticking to a handful of puzzle mechanics that interact in fun ways. Kinda reminded me of some of my favourite early Game Boy puzzlers like Catrap or Kwirk. I think this is my favourite Playdate game so far!
I recently discovered Catrap and Fire 'n Ice, and they quickly became some of my favourite puzzle games of all time. So when I saw you mention them as influences in your interview with Limited Run I didn't hesitate to order Witch 'n Wiz. I'm about halfway in now and it does not disappoint! I love all the twists to the formula and the clever puzzle design that somehow is never frustrating but still provides a good challenge and makes me feel smart when I figure out the trick to a level. Very impressive! Can't wait for the physical version. Gues I'll have to figure out if my old and dusty NES still works in the meantime😅