The current build:
Mines.pdx.zip (92.2 KB)
Update: December 19
Rebuilt for the 1.0.0 SDK.
Update: September 21
Very close to 1.0. I'm pushing out a slightly pre-1.0 build now because the previous build stopped working in the latest SDK release.
This version adds animated transitions between different screens, and adds a screen shake when triggering a mine.
Also, I removed the ability to hold A+B to exit a puzzle, and instead added a menu command to the System Menu to quit the current puzzle.
Update: July 12
On the home stretch!
- Tried to unify the design language of the menus with the game screen, significantly impacting the presentation of all menus.
- Fixed flags being erased when revealing the first cell of a puzzle.
- Fixed some number formatting issues.
- Altered some of the help lines and button labels.
Update: June 15
Quite a bit of polish.
- The help screen/tutorial now only automatically appears on the first launch of the game. Subsequent launches go straight to the configuration screen. There is still a "Help" button that'll take you back to the tutorial.
- Redesigned the tutorial screen with visual examples of the rules.
- Refined the design of the gameplay screen.
Update: June 10
Scores! The game now shows a timer as you play, and when you win it'll record your time in a high score table. There's one table for each combination of size and difficulty, and it'll keep the five best times per table. The main configuration screen now has a button to take you to the score tables.
I have a lot of polish ahead of me, but I think this probably makes the game functionally complete.
Update: May 30
In this version I redrew the flag icon to make it more visually distinct from the "1" digit. I also added configuration options, so you can now toggle between small, medium, and large boards, and easy, medium, and hard difficulties.
May 28
In this version, there are no configuration options, you can just play a board on what will eventually be the hard difficulty of the large board size. There will be options for different difficulty levels and board sizes later.
I wanted to get a build available now because I hit a major milestone: every board you play should be solvable without ever needing to guess. Satisfying that one goal has taken more time than the entire rest of the dev time combined.
However, because it took quite a bit of work to get to that point, I'm not yet totally confident that I actually achieved that goal. I've played dozens of games, and every one has been solvable, but I could have made a mistake anywhere. So I would appreciate feedback, and would especially appreciate any reports if you encounter a puzzle that requires guessing. To help with reporting any issues, the current build shows the seed number used to generate the board and the x, y coordinates of the initial click. If you encounter any issues, please include that information. Better yet, a photo or screenshot would be great.
Otherwise, if you like Minesweeper, I hope you enjoy!