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What part of this is "inspired"?

This is just the exact same thing reimplemented. "Inspired by" implies there are non-trivial differences.

Nice implementation. I found it very intuitive to find the necessary features like marking a mine or tapping on a number that has all its mines marked to reveal the safe squares.

But it might still be good to put a short description somewhere for people not as familiar with the game.

In the same vein, I made "winsweeper" which will move the mine and let you win all the 50/50 IFF there is no more mines that you could find.

https://github.com/alaingilbert/winsweeper

That's a really great innovation! One of the most frustrating things in a game of minesweeper is when you are forced to guess and lose through no fault of your own. It's all the more frustrating because it tends to happen late in the game, too. I definitely would enjoy your version more.
Not all implementations suffer from these.

There are some that guarantee that guessing will never be forced to guess and logical deduction is enough to solve any puzzle. For example, the Mines game in Simon Tatham's Portable Puzzle Collection.

Another improvement would be to auto clear adjacent squares when marking a mine.

If I marked as mine, and it is surrounded by the number 1, I would like all squares that neighbors those to be cleared automatically.

It could be triggered by double clicking the flag.

It is rare that you want to clear all the tiles that neighbors a flag itself.

Usually you want to clear all tiles that touches, let say a "1" that is already touching a flag, and you can do just that by clicking that "1".

A couple of us on the Chrome Dev Rel team made a minesweeper clone that aimed to be a bit visually fancy on most devices, but would still run on basic feature phones https://proxx.app/

It was a lot of fun to build.

I wish it was responsive on mobile. Need to scroll right on iOS/iPhone.
There’s a lot of submissions recently to try get bought by NY Times