The Witness is a superlative puzzle game, and about a third of the game's puzzles could work on paper. With the caveat that the main game activity is figuring out its rules, rather than solving per se. If you haven't, I won't spoil the game by explaining the rules. If you have, and crave a few hits more, The Windmill is a site in alpha for drawing, sharing and solving puzzles of the sort. Like this one.
Amibo
Rules of Amibo: Draw some horizontal and vertical line segments so that they are all connected without fully enclosing any area of the grid. Every line segment must intersect a line segment of the same length. You draw by joining the centres of opposite sides of empty cells. Exactly one line segment ends at each clue. Some clues may contain numbers indicating the length of the connected line segment. (Restatement)
This puzzle type is unfamiliar to me, and feels deep. The puzzle below, in the tradition of new puzzles in the blog, is far from a trifle. They also feel very averse to fixing, which is why it actually has four trivially different solutions. It's here because I still find it fun.
This puzzle type is unfamiliar to me, and feels deep. The puzzle below, in the tradition of new puzzles in the blog, is far from a trifle. They also feel very averse to fixing, which is why it actually has four trivially different solutions. It's here because I still find it fun.
Amibo (4 solutions) |
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