That was fun until I got to the point where no progress could be made and I had to undo a whole bunch of times to get to a workable configuration. Perhaps add a notification of some kind that I've gotten myself in that situation, rather than letting me kill a bunch of time solving an unsolvable puzzle. Still, very enjoyable!
There is a "Auto-hints" setting that should highlight the undo button in red once you're in an unwinnable state: https://uncrossy.com/settings.html
Same here. On yesterday's puzzle I got into an unwinnable state on my very first move, using the topmost word (spoiler: I made "hut" instead of "out").
lmao same. actually a really cool fun/concept it's definitely wordle popularity caliber, but once i got to the last 3 words and ended up in this scenario and the hint button said that i was like -_- owned.

not sure what the right game experience would be for that. a notif that says "You can still solve more words but you'll never solve them all!" doesn't quite work here, because it's sort of saying "there's only one _right_ way to win, but good luck figuring out the right order". Still, it would be better than me finding that out at the very end.

it would probably be pretty important to design levels so that the unwinnable states can't happen early in the game, but it's getting a little abstract to think about at this point. sort of brings me back to that unblock it game from the old ipod touch days.

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maybe a percentage chance of solving puzzle tracker that updates a bit randomly slow so you don't necessarily know right away that you made a mistake, although it would have to be a bit weird, for example when you start you are not at 100% of solving puzzle.
  • emzo
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Yes it's annoying, but that's part of the puzzle right?
There could be a 2 player game where whoever gets stuck (or empty board) loses.
The website says "I basically need to design puzzles in reverse and have built a set of tools to help me with that." Does that mean that each day's puzzle is essentially built by hand? It seems like an interesting and non-trivial search problem to automatically generate puzzles, given a dictionary.
  • spuz
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This was really fun. I actually went back to the beginning of the archive to find more puzzles to solve. I think it would be nice if when you have solved one of the historical puzzles it would give you a button to click onto the next day's puzzle.

I actually never came across the situation where my grid was unsolvable. As I was playing I was wondering what kind of algorithm you used to come up with grids that have no possible dead ends. Since this is clearly an issue, I wonder if it's possible to come up with puzzles that always have a solution similar to how the algorithm for creating Sudoku puzzles always guarantees it can be solved without guessing.

There's a dead end in today's puzzle, if you make TIGHT instead of RIGHT, and the hint will tell you you're at a dead end.
It’s stuck at “Loading…” on both Brave with no extensions and Safari with adblockers. It was only after I tried it on Firefox without anything that I realised the cookie banner is the issue.
Love the idea. It's fun to play.

I didn't like that it's possible to leave the underlying word unchanged by dragging the word containing a letter twice to the second occurence.

Fun! On first thought, I'd prefer knowing when I'm in an unwinnable state instead of having to keep clicking the hint button.

Also, the site worked for me in Chrome but doesn't work in Firefox (145.0.2). Do `window.cookieManager = ...` (or even `var cookieManager = ...`) instead of `const cookieManager = ...`. This goes for all variables in the global lexical scope you intend to share across source files.

It doesn't work when uBlock Origin blocks uncrossy.com/js/cookieManager.js?v=7
Oh, that's it. My bad!
  • eru
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Worked for me in Firefox 146.0.1.
Ditto.
Oof, visiting the settings page means you lose your place in the game.
Very nice. Easy to accidentally cheat, however. Shift a word to an invalid position, but right click instead of letting the mouse up event fire. Then shift the word back to the original position: win!
The finishing move on Jan 1st was gorgeous, nice work!
Yes, it was a complete wow moment.
thanks for your comments, got me to play that one, and it's great. very well done!
Fantastic work, very fun ! I actually only ran into the dead end scenario right until the last few words so not a frustrating first experience. But reading other comments maybe a setting to prevent the player to take a route that ends up unsolvable would be great. Kinda like the "Normal" and "Expert" Modes in worldle
Nicely done! This is an excellent experience, both visually and gameplay wise.

The only thing that felt a bit weird was being able to change the word to the same word, if the slid word had the same letter twice.

I was hoping this was like the game Crossy Road, but your goal was to throw yourself into traffic
In tutorial, it did not accept HIM as a solution, because it wanted DIM. Kinda confusing.
  • tobr
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You have to form a new word. It starts as HIM.
Tutorial was pretty confusing to me. I formed "HIM" and it rejected it, no explanation why.
  • sp8
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Oh that was way more fun than I expected! I feel I shall be playing this regularly!
Really fun. The undo/redo functionality is much appreciated.
Was a bit disappointed when I almost "solved" it but couldn't solve the last 2 words, finally clicked the hint and it told me to undo 12 times.. would have preferred if there was a warning earlier.
I love games where the rules can be understood in seconds
Also OMG I've just read your bio - I saw and wondered what someone more from the software side (rather than philsophy) would say: https://open.substack.com/pub/mcauldronism/p/the-maintenance...
  • eru
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Seems like the same idea as treating your LLM as a compiler.

When you write code in Rust and user your compiler to produce an x86 binary, you don't maintain the binary. If you want to make a change, you toss away the old binary, change your Rust code, and recompile.

That concept has been floating around a few places recently. It is wishful thinking. Your userbase won't accept constant small changes in UX, functionality, or the same bugs returning every time you update the production code. And that is what you will get if you run a non-deterministic compiler that hallucinates.
I love this!

Haven't yet really tried the full level but really liked the tutorial, and the quality of the build

update - wow the actual level is better ;)

I love it. My bets are on that this idea will be stolen and turned into some micro-transaction plagued app on store before the end of the week.
Cool game!
Cute. Lots of "-ed" matching tho
This is really, really cool. I think telling me how many moves I have to go back in the hint was absolutely a must-do, and shouldn't cost two hints... Second-guessing every single move I made would be insane, but knowing I had to go back seven, and pick something different than the last thing I restored, that worked fine.

It's easy to assume making a word disappear is always the right choice, but you forget it changes the word it leaves behind as well. Very clever.

It does have the same quirk Wordle had that bugged me: Treating browser storage as useful in our multidevice world.

> It's easy to assume making a word disappear is always the right choice, but you forget it changes the word it leaves behind as well. Very clever.

It's also easy to make the opposite assumption, that the goal is to change the other word. I initially felt weird about changing from a letter at position 3 to the same letter at position 1, but eventually realised that the goal is just to slide the word around, not necessarily to make a new word.