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I like it but wish the puzzle had gravity at the x,y intersection and not just the x axis. For example if you clear out a row it would shift the other rows over to the left.


I think you meant column and columns, not row(s) (for those who need mnemonics: Rows Run to the Right, Columns Climb)

I think whether to do that is a design choice, though. The current setup puts a penalty on clearing center columns early, effectively splitting the game in two.


Easier than a mnemonic is just remembering what real-life rows and columns are. A Roman column [1] pretty obviously has to be vertical or it wouldn't do its job of holding up a ceiling. And you get ducks in a row but they're not often stacked on top of each other.

[1] https://en.wikipedia.org/wiki/Column


Non-native speakers may need some help (but likely only if their language isn’t Germanic or influenced by Latin. ‘Row’ is Germanic in origin, and I think Latin ‘columna’ made it into many languages)


> Rows run, columns climb

What a great mnemonic, I’ll start using it even though I typically don’t mix the two up! Thanks a lot.


You are correct. I meant Columns. If you clear a column it the whole puzzle should shift left.


Interesting! I've been considering introducing new types of tiles that have unique behaviors in the future, and this could be one of those. I want to balance simplicity with fun, so plan A is to refine the puzzle generation strategy as much as I can before doing stuff like this though.




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