←back to thread

37 points keini | 1 comments | | HN request time: 0s | source

Hi everyone, I built FuseCells, a minimalistic logic puzzle game where every level is handcrafted (no procedural generation). It started as a personal challenge to design a clean rule-set and scale it to thousands of puzzles without losing difficulty balance.

What’s unique: • 2,500 handcrafted levels across multiple grid sizes • Deterministic logic — no guessing required • A rule system inspired by constraint-solving and path-finding concepts • Daily challenges and global progress tracking • Fully built as a solo dev project

Technical notes for those curious: • Level generation tools I wrote validate solvability using a custom constraint solver • Difficulty is estimated via step-count of the solver • The game is optimized to run smoothly on low-end devices • Designed first for iOS, now fully adapted for iPad as well

I’d love feedback from puzzle lovers, game designers, and anyone interested in handcrafted logic design. Here’s the App Store link: [inserați linkul]

Thanks for reading — happy to answer any technical questions!

Show context
mrWiz ◴[] No.46181486[source]
I like it. One thing I found frustrating is that I used a hint when I was stuck, and the hint just said “Impossible! Square X needs N matching neighbors.” This was obvious, why did spend a hint just for it tell me the rules of the game instead of any advice?
replies(1): >>46181528 #
1. keini ◴[] No.46181528[source]
Hello, thank you for your feedback! Yes, I am working ob this now, will fix it on next release.