To Hint or not to Hint
I spent a lot of time at the beginning of the game development working in the generation of the puzzles. In logic puzzle games, puzzle generation is often puzzle solving. So then, when I generate a level, I also have the solution. In this case, the shortest route from the initial configuration to the final, “solved” one. That’s how I can say that a puzzle can be solved in N moves. But I know not only the amount of moves, but also which moves and in which order. And not only do I have the list of correct moves from … Continue reading To Hint or not to Hint