Good point! what I meant is that the engine is lightweight and runs well even on older hardware.
And yes, I’m working on Android and a Web version so more people can try it.
Thank you so much for the thoughtful feedback — really appreciate it.
About the initial lag you noticed: that most likely comes from the first-time Game Center initialization.
After that first launch, everything runs at full speed, but I’m looking into smoothing out that initial moment.
The timer toggle is a great suggestion and I’ll add an option to hide it.
And the idea about using triads/chords for the sound feedback is surprisingly interesting — I’ll experiment with this.
Thanks again for taking the time to share this. Feedback like yours really helps me improve the experience.
Thanks! Yes, at the moment it’s iOS only (iPhone/iPad).
I’m currently working on Android and a Web version as well — the core engine is portable, so those should follow.
A Web version is definitely planned, and Android support is in development as well.
Since the core engine is fully portable, both should come naturally once I’m done polishing the iOS launch.
Really appreciate your interest and willingness to support it on other platforms.
Happy to share some technical details for anyone curious:
I wrote a custom solver to validate each puzzle and estimate difficulty.
It works by applying deterministic constraints until the board reaches a stable state.
If anyone is interested, I can share the logic flow or even open-source the validator.
Also curious: does anyone here have experience balancing handcrafted puzzle difficulty at scale?
Thanks for the note!
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