I install this on everything. It is really really good, and IMO the way more games should be made: make a fast simple windowmanager friendly interface presenting puzzles and games in a very pure and unencumbered form. Another example: I love SimCity 2000 for Win95, but not SimCity 3000 or SimCity 4. Why? Wright did 2000 right, the post-EA SimCities were all full screen flashy playskool interface monstrosities. 3000 brought some cool features in, but I wish they had kept to a 2000-like interface.
My ideal games look something like Siemens PLM NX or something, and less like a one-armed bandit in Vegas.
SC2K had a beautiful interface, I concur, but it was broken as a sim, because of how transport was simulated. Paths were drawn, kind of like ray-traced, from each tile, and at a junction, a random route was taken. There was no directiveness. So for example if you made a little group of roads as a 3x3 set of tiles, practically no routes would exit before timing out by travelling too far, because they would keep taking random exits, and so stay within the 3x3 set of road tiles.
As such, you could not build a natural, normal transport system - for example, a central ring road or subway, with routes radiating outwards off of the ring. The only way to build a viable city was to understand how the transport sim worked, and then build a transport layout to fit how it worked.
As an aside, it really does feel like many games aren't about what they seem to be on the surface.
The SimCity series was less about building a city than it was about managing traffic.
SimTower was less about property management, and more about elevator management.
Factorio is less about building a factory, as it is about resource routing. Or, later, programming trains. Or later, god knows what, I haven't gotten that far.
Baldur's Gate III is less about defeating the BBEG through RPG mechanics, and more about choosing who to romance (Karlach).
Along similar lines, I really enjoyed shapez. Please forgive the blasphemy here, but I never could get into Factorio even though many of the mechanics are similar. (The former allowed me to focus on game play. The latter was a little too grim for my liking.)
Shameless plug: if you enjoy logic puzzles, check out my new puzzle website: https://www.zebrapuzzles.com which was recently posted on Show HN [1].
It's playable without JavaScript.
Bridges (aka "Hashi") is one of my all-time favorite logic puzzles. I recently discovered Galaxies, and I enjoy this one a lot too; I also like Slitherlink (called "Loopy" here) a lot. However this site is missing two that I like quite a bit more, which are Paint by Numbers & Battleships, both of which I originally started doing in Games Magazine and later found on Conceptis Puzzles [0] (they call PbN "Pic-A-Pix") where I bought $25 worth of credits maybe 20 years ago that have still kept me going to this day, every couple years I'll buy a week's puzzle bundle and then slowly go through them.
The other one I used to play a lot is Mamono Sweeper [1] One summer in undergrad when I was supposed to be doing graph theory research, instead I got really, really, really good at basic arithmetic by playing this game for 5+ hours a day. This is how I learned that I had no interest in math grad school and I now work as a developer in a video game-adjacent space.
Recently I made an online Pentominoes puzzle [2] and I've played it a lot also.
If anyone knows a good source of free Paint by Numbers puzzles I would love to hear about it!
SGT's Puzzle Collection does have a limited version of "Paint by Numbers". It's limited tho: only abstract patterns in black and white. It's called "Pattern".
there are a lot of apps yea, should've specified I wanna solve in my browser. I like doing gigantic puzzles (like at least 30x50) and seeing the whole board at once
Trademarking a generic term (that is descriptive of your product) has no legal relevance, even if the term is not generic at the time you trademark it.
I really like loopy. It has a very stat mech or discrete math feel. I think it could be used to introduce deeper concepts in mathematics to novices, such as proofs, and the question of whether mathematics is constructed or discovered.
A lot of the time solving loopy involves noticing re-usable patterns. But how do you know a possible pattern is re-usable? Well, you can prove it, such as with notions from graph theory.
The construction vs discovery aspect could be approached in a couple of ways. On the one hand, the loop that you are "discovering" is really only induced by the underlying solutions which the computer has already "constructed." On the other hand, the computer only created the hidden solution using mathematics which was discovered.
And on the other other hand, the mathematics which we "discover" is arguably induced by the ZFC etc axioms which we have constructed because of their ability to model consistent reasoning. Other sets of axioms, lacking the flexibility or consistency which we expect from our mathematical models, were discarded, yet would induce different mathematical systems capable of discovery.
And the nesting of construction and discovery into each other could continue even deeper ...
There's an excellent Android version of Slitherlink with multiple variants, well worth the couple bucks to unlock unlimited games beyond the initial couple hundred.
To be fair, most puzzle games present in the collection are like this. My poison of choice is mostly Light Up (aka Akari). You have patterns you can prove there as well.
Other puzzles I like in this collection that have such provable patterns are Pearl, Slant, Tents, Undead and Unruly. And, of course, Mines.
The Android version worked very well when I installed it year ago. It was a great choice for someone who does not want to have addictive games installed in the phone, while at the same time enjoy the occasional brain teaser.
I have a sweet tooth for 'Light Up'. It's my "go to" while listening to podcasts or audiobooks, when I am not walking the dog or got other things to do. Just gotta be careful to not let the Tetris effect kick in.
This is an excellent collection, that should come with every and any OS as a standard installation.
There was a Minesweeper variant called Kaboom, where you're playing against a computer that's trying to make you lose. The computer has to comply with all revealed information, but if you ever make a guess, no matter how improbable, it's have over.
There is also Yusuke Endoh's version, where the only thing you do is guess. Computer will automatically mark all the spots where it has enough information to make an inference.
As described, that would lead to a 100% loss rate.
Even if you're allowed to make a guess on an empty board (classic Minesweeper will wait to generate the board until you do, so that your first guess is never a mine), most games end in a 50/50 chance.
It also has a glaring wart in its API because of Minesweeper needing to allow the first click before deciding the layout of the puzzle.
I've sometimes thought of adding a puzzle to this collection but I would actually rather refactor everything to remove that wart. It would involve turning Minesweeper into a game with a foyer, but probably worth doing?
Also, I thought the modern Windows version of minesweeper did the same first-click-is-free logic?
Even better, the latest release from a few weeks ago lets you manually set the delay for long press. I've set it for 100ms and can now blaze through mines even faster. But that guaranteed solvable makes it so much better than nondeterministic minesweeper as well.
These are pretty basic to advanced brain puzzles, but there's a few gems in there. Magnets is a lot of fun. Net, Signposts and Tracks are clever puzzles. There was one other one in there I used to enjoy but I can't recall which one it was (maybe Pattern?).
They're all about on-par with the level of exciting-ness of Minesweeper and Sudoku. Take that as you wish.
SGT's puzzles has gotten me through so many waiting rooms, from the Nokia E61, onwards.
Today, with reliable Internet on my phone, I could instead scroll Fediverse or something, but I figure blazing through puzzles using rules I've learned is more meditative.
I have played a lot of Pearl, and almost as much Unruly and and Keen.
I find a custom-sized Pearl board so that it fills as much of my phone screen as possible without getting teeny is just the right length to fill a minute or two. I wanted to play even bigger boards on my tablet, but it seems the puzzle generation algorithm is exponential and asking for a too-big board will crash the app.
Pearl is my favorite too. I didn't understand the rules described, so I started with figuring out the rules by checking move viability. It still has the strangest ruleset in my opinion: "Black dots go in corners that are attached too straights, white dots go on straights that are next to at least one corner."
I play 'light up' a lot, sometimes before sleeping, it's a kind-of-minesweeper game that doesn't need me to think too hard (unless you go to the most difficult boards) so it doesn't wake me up.
At least on Android some games are flawed. Never played them on another system.
For example Flood can be solved in less turns than the 'calculated' minimum.
This was one of the first games I installed on my very first Android phone, the Motorola Milestone. 15 years later, I'm still playing it nearly every day.
I'm a bit disappointed though that the original desktop version doesn't really play nicely on touchscreens.
My ideal games look something like Siemens PLM NX or something, and less like a one-armed bandit in Vegas.