This app was mentioned in 4 comments, with an average of 3.25 upvotes
hexelectric: continuing from last week. solutions for levels 146, 148 and 150 finally emerged, worked my way back from the end states (looked up nothing else before that), 150 still took about an hour, the motherfucker, but I'm finally done. highly recommended if you love bothering hexagons, but fuck the final level set.
notes: a sliding puzzler, match notes to make them disappear, sometimes multiple times to make them a note higher or something. as long as they look the same, you're fine. there are locked notes, differently colored notes and teleports.
minimalist presentation, separate music on/off without sliders, pretty good acoustic guitar music, 50 levels, no level select screen, just left-right arrows to choose which you want to play, no turn limit or timer, no undo, but it's not really necessary. takes about an hour, costs about a dollar, picked it up with the launch discount, it was good enough, and some levels were relatively tricky.
pixel maze: skipped last week but made some progress this time. as in, somebody solved a puzzle while I was watching and giving the occasional hint. still can't get my brain used to how it works, so I handed over the mouse. then I solved a few more on my own.
fill-a-pix is a great concept and this is a great game, keeping in mind that saving/loading can bug out, so best to finish each level in one sitting. still about 180 levels left of 216, should only take a few months at this pace. I'm really curious about the 50x50 ones, now it's 16x16 tops, which took me nearly an hour last time, now about 20 or so minutes, while my assistant solved one in 10... I also whipped up a slightly better english translation because the one that came with the game was annoyingly bad.
shenzen solitaire: no matter how big a puzzle lover I am, zachtronics games are just too much based on everything I've seen and read. and this is a solitaire that has no story or end, so I'd pass on it anyway, but heard it's very good, and while it's also part of shenzen i/o, I have no interest in that, but as it's available separately and was discounted to 1 eur, I took the plunge.
excellent presentation, both audio and visuals, but it's been a while since I last played a non-+1/-1 variant, so had to get used to it. also, every card is face up, makes things more tactical, not necessarily easier. good stuff, but I still prefer games I can complete, so after 15 wins I moved on. and it'd be great if double or right click moved cards to the foundations, now you have to drag everything that doesn't go there automatically.
light house puzzle: guide enough light to light up the lighthouses. say, you start with 100 energy and need 40, so you can waste 60 on figuring out what works and still succeed. a click shoots about 5 energy, holding the mouse lets you release as much as you want. 30+ levels in 7 packs, unlocked one by one, but within a pack you can play them in any order.
sadly, on level 5 some timing elements got introduced, and it got worse with moving tiles a bit later. fucking hate shit like this in games, and since the store page had no video, I couldn't tell. wasn't gonna frustrate myself with it, but I didn't intend to refund 39 cents until I found out the developer seems to be stealing other people's work.
no settings, no music, only a few sound effects, non-resizable window with alt+enter, so gotta edit the registry for a different size. click rotates guiding tiles, holding the mouse lets you move them. not a horrible game, but even at this price it could've been presented better. like the free android version by the original developers and with more levels.
magnibox: make the magnet roll over to the exit somehow. no timer or turn limit, you fall when you reach a place where you'd normally fall, and you can attract yourself to magnets you're lined up with if facing the right way. there are conveyor belts, deadly blocks, pushable blocks, pressure plates, teleports, etc.
160 levels in 8 worlds, the next 3 levels unlock when you complete one, and you can unlock all of them from the start if you want. very colorful graphics, catchy music (for a while), volume sliders, screen shake on/off, windowed mode in various sizes (not resolutions per se), and unlimited undo got patched in as requested.
it's recommended, though I'm not finished yet, but there are a few technical issues. screenshots don't work (the overlay does), music keeps playing while alt+tabbed, and the mouse cursor in the menu does nothing, no mouse support at all. not a huge deal in a non-mouse game, but hide the cursor then.
various control methods are nice, but display all of them to avoid frustration and confusion. wasd and arrows work for movement and the rest is displayed according to them, so for the arrows I got a symbol for the back button I still can't recognize, had to alt+f4 from the options. turns out, it's the letter 'k', which is fucked up already, but displaying it only for wasd is even worse. and of course esc, backspace or both should work too.
alchemage: time for something that's not a puzzle game. it's a terraria clone (not meant in a derogative way, just to make things easier), but sadly development had to stop at v0.13 not long ago. I have a few similar games but those will probably take longer to 'finish', and the rest will take fucking forever to get finished (or for development to definitely stop) so I can start them.
great graphics, weather too, fantastic music, various settings (autosave interval!), map editor, multiplayer, though I'm playing alone, and even with firefox closed it stutters. not a huge deal so far. playing on easy to avoid corpse runs and inventory loss, medium and hard also available. world gen is seed-based.
item durability (boo!), melee is a separate key even with a sword equipped (middle mouse also works), as your wand is the primary but it's only good for digging with right click. tried another wand, better than a wooden sword but still only melee and don't have mats for better ones yet. right click in the inventory picks up and places items, mouse scroll is sometimes inverted vertically and if you have more windows open, scrolls the inventory and not only the hotbar if it's expanded. weird. doors, chests, crafting tables are to be interacted with by pressing a key while the mouse is over them. none of this is too bad, just not exactly like terraria.
there are quests, mostly tutorials so far, still useful, and I hear there's bosses, but I have enough problems with regular mobs. daytime is safe, unless you literally run into a slime or provoke anything except an alpaca, which is fast as fuck, good luck getting meat with a wooden sword. but you can ride them and build a stable for them. at night there's ghouls and skeletons, the latter's tough with or without arrows. the rest doesn't hurt, not even slimes, but dark alpaca riders in the desert are dicks.
the underground is more dangerous. ghosts have big-ass magic balls but go down fast, giant bats and onions (that can pull you close and hurt), and of course my first chest was a fucking mimic. wraiths can teleport and summon skellies. annoyingly, mob death sounds are a lot louder than everything else, but mobs fight each other, which is awesome!
ranged attacks seem magic-only, would love a bow like skellies. need a ton of mats to recharge, but 1 recall = 1%, so 100 times but it's slow. fire spells are fun, grilled meat and bone ash and plenty of use and after a few recharges they get upgraded but don't have mats for that yet. found earth and water spells too.
as usual, I didn't want to go to deep, let's explore left and right first, but was looking for coal and, well, things escalated. and of course I had my inventory half full with crap already, why put stuff away when I don't want to explore too much anyway? I learned nothing from terraria...
found tons of coal and iron, I like to light everything up and iron swords are okay. 1 nugget = 1 ingot, understandable with durability, but a bison is still tough. cheesed one, only died 4 times. and if you have more of the same weapon or armor, it gets replaced automatically. finally found some sand, so have windows and an alchemy table.
brought home a spirit tree from the caves, spawns tree spirits, they're cute and drop acorns, and I have a reed farm on top of the house, I'm guessing paper will come in handy for magic stuff but I don't have an enchantment table yet, only alchemy, but I die all the time, so no point in potions yet. and a skelly archer shot down an eagle for me, dropped an egg, I fried one, dropped fried egg.
hexelectric: continuing from last week. solutions for levels 146, 148 and 150 finally emerged, worked my way back from the end states (looked up nothing else before that), 150 still took about an hour, the motherfucker, but I'm finally done. highly recommended if you love bothering hexagons, but fuck the final level set.
notes: a sliding puzzler, match notes to make them disappear, sometimes multiple times to make them a note higher or something. as long as they look the same, you're fine. there are locked notes, differently colored notes and teleports.
minimalist presentation, separate music on/off without sliders, pretty good acoustic guitar music, 50 levels, no level select screen, just left-right arrows to choose which you want to play, no turn limit or timer, no undo, but it's not really necessary. takes about an hour, costs about a dollar, picked it up with the launch discount, it was good enough, and some levels were relatively tricky.
pixel maze: skipped last week but made some progress this time. as in, somebody solved a puzzle while I was watching and giving the occasional hint. still can't get my brain used to how it works, so I handed over the mouse. then I solved a few more on my own.
fill-a-pix is a great concept and this is a great game, keeping in mind that saving/loading can bug out, so best to finish each level in one sitting. still about 180 levels left of 216, should only take a few months at this pace. I'm really curious about the 50x50 ones, now it's 16x16 tops, which took me nearly an hour last time, now about 20 or so minutes, while my assistant solved one in 10... I also whipped up a slightly better english translation because the one that came with the game was annoyingly bad.
shenzen solitaire: no matter how big a puzzle lover I am, zachtronics games are just too much based on everything I've seen and read. and this is a solitaire that has no story or end, so I'd pass on it anyway, but heard it's very good, and while it's also part of shenzen i/o, I have no interest in that, but as it's available separately and was discounted to 1 eur, I took the plunge.
excellent presentation, both audio and visuals, but it's been a while since I last played a non-+1/-1 variant, so had to get used to it. also, every card is face up, makes things more tactical, not necessarily easier. good stuff, but I still prefer games I can complete, so after 15 wins I moved on. and it'd be great if double or right click moved cards to the foundations, now you have to drag everything that doesn't go there automatically.
light house puzzle: guide enough light to light up the lighthouses. say, you start with 100 energy and need 40, so you can waste 60 on figuring out what works and still succeed. a click shoots about 5 energy, holding the mouse lets you release as much as you want. 30+ levels in 7 packs, unlocked one by one, but within a pack you can play them in any order.
sadly, on level 5 some timing elements got introduced, and it got worse with moving tiles a bit later. fucking hate shit like this in games, and since the store page had no video, I couldn't tell. wasn't gonna frustrate myself with it, but I didn't intend to refund 39 cents until I found out the developer seems to be stealing other people's work.
no settings, no music, only a few sound effects, non-resizable window with alt+enter, so gotta edit the registry for a different size. click rotates guiding tiles, holding the mouse lets you move them. not a horrible game, but even at this price it could've been presented better. like the free android version by the original developers and with more levels.
magnibox: make the magnet roll over to the exit somehow. no timer or turn limit, you fall when you reach a place where you'd normally fall, and you can attract yourself to magnets you're lined up with if facing the right way. there are conveyor belts, deadly blocks, pushable blocks, pressure plates, teleports, etc.
160 levels in 8 worlds, the next 3 levels unlock when you complete one, and you can unlock all of them from the start if you want. very colorful graphics, catchy music (for a while), volume sliders, screen shake on/off, windowed mode in various sizes (not resolutions per se), and unlimited undo got patched in as requested.
it's recommended, though I'm not finished yet, but there are a few technical issues. screenshots don't work (the overlay does), music keeps playing while alt+tabbed, and the mouse cursor in the menu does nothing, no mouse support at all. not a huge deal in a non-mouse game, but hide the cursor then.
various control methods are nice, but display all of them to avoid frustration and confusion. wasd and arrows work for movement and the rest is displayed according to them, so for the arrows I got a symbol for the back button I still can't recognize, had to alt+f4 from the options. turns out, it's the letter 'k', which is fucked up already, but displaying it only for wasd is even worse. and of course esc, backspace or both should work too.
alchemage: time for something that's not a puzzle game. it's a terraria clone (not meant in a derogative way, just to make things easier), but sadly development had to stop at v0.13 not long ago. I have a few similar games but those will probably take longer to 'finish', and the rest will take fucking forever to get finished (or for development to definitely stop) so I can start them.
great graphics, weather too, fantastic music, various settings (autosave interval!), map editor, multiplayer, though I'm playing alone, and even with firefox closed it stutters. not a huge deal so far. playing on easy to avoid corpse runs and inventory loss, medium and hard also available. world gen is seed-based.
item durability (boo!), melee is a separate key even with a sword equipped (middle mouse also works), as your wand is the primary but it's only good for digging with right click. tried another wand, better than a wooden sword but still only melee and don't have mats for better ones yet. right click in the inventory picks up and places items, mouse scroll is sometimes inverted vertically and if you have more windows open, scrolls the inventory and not only the hotbar if it's expanded. weird. doors, chests, crafting tables are to be interacted with by pressing a key while the mouse is over them. none of this is too bad, just not exactly like terraria.
there are quests, mostly tutorials so far, still useful, and I hear there's bosses, but I have enough problems with regular mobs. daytime is safe, unless you literally run into a slime or provoke anything except an alpaca, which is fast as fuck, good luck getting meat with a wooden sword. but you can ride them and build a stable for them. at night there's ghouls and skeletons, the latter's tough with or without arrows. the rest doesn't hurt, not even slimes, but dark alpaca riders in the desert are dicks.
the underground is more dangerous. ghosts have big-ass magic balls but go down fast, giant bats and onions (that can pull you close and hurt), and of course my first chest was a fucking mimic. wraiths can teleport and summon skellies. annoyingly, mob death sounds are a lot louder than everything else, but mobs fight each other, which is awesome!
ranged attacks seem magic-only, would love a bow like skellies. need a ton of mats to recharge, but 1 recall = 1%, so 100 times but it's slow. fire spells are fun, grilled meat and bone ash and plenty of use and after a few recharges they get upgraded but don't have mats for that yet. found earth and water spells too.
as usual, I didn't want to go to deep, let's explore left and right first, but was looking for coal and, well, things escalated. and of course I had my inventory half full with crap already, why put stuff away when I don't want to explore too much anyway? I learned nothing from terraria...
found tons of coal and iron, I like to light everything up and iron swords are okay. 1 nugget = 1 ingot, understandable with durability, but a bison is still tough. cheesed one, only died 4 times. and if you have more of the same weapon or armor, it gets replaced automatically. finally found some sand, so have windows and an alchemy table.
brought home a spirit tree from the caves, spawns tree spirits, they're cute and drop acorns, and I have a reed farm on top of the house, I'm guessing paper will come in handy for magic stuff but I don't have an enchantment table yet, only alchemy, but I die all the time, so no point in potions yet. and a skelly archer shot down an eagle for me, dropped an egg, I fried one, dropped fried egg.
Light House is an excellent way to kill time as well as induce logical thinking.