![]() John: This is, I think, going to be the most instructive part of our discussion for any reader… I preferred the 30s! And I’ll say why, while you stare bulged-eyed at me. Pip: In that case my next question is: how good are the forties?! John: I have! Last night I completed puzzle 50. Pip: So the first thing I should probably ask is whether you've finished all of the puzzles? The *Cells games are where we meet and I find it really helpful to see our experiences of the same game differ within that shared affection. In case it helps you orient the following discussion, I tend slightly more towards hardcore number and logic puzzles in that I enjoy things like Stephen's Sausage Roll and flip through maths textbooks for fun, whereas John bounced off Stephen's Sausage Roll without even sizzling a single sausage - he prefers his puzzling to be less brutal. The game has fifty puzzles and I think it took me about four hours to complete those? Some are more akin to tutorials and serve to introduce a new rule or a new way of thinking rather than being part of the difficulty curve itself. These arrangements and the interactions they generate become more complicated as the game progresses but the core ruleset stays the same and the solutions are about finding the first handhold and then building that up into a completed grid. Some numbers tell you what total the tiles are supposed to give, others tell you how many tiles need to be highlighted. The game itself is about filling in or removing numbered tiles from a grid using a set of rules based on maths and logic. Hexcells infinite solutions code#We were both supposed to be doing other things when the code for CrossCells turned up and it's a testament to our mutual fondness for Brown's work that we pretty much instantly booted it up and sidelined our actual work. Given the puzzles are so much about individual feel it felt like a good idea to make this review more of a chat between John and me. When I reviewed SquareCells, once I'd described how the basic elements worked it became more a task of communicating how a solution made me feel and whether the UI was any good lest I spoil any of the actual game by talking about specific niggles or posting screenshots. Their pleasures come from whether you can sink into the deductive mindset you need to find a foothold and then to progress and the difficulty curves vary from person to person. There are elements of things like Sudoku but basic maths creeps in, making it closer to a subgenre of Sudoku: Killer Sudoku. Reviewing games of the sort Matthew Brown creates – Hexcells, SquareCells, and now CrossCells – can be a strange task. ![]()
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