Every puzzle is generated and filtered to avoid ambiguous states: you’re given invariants (segment totals + exact-move PAR + geometric clues) so the target can be deduced rather than brute-forced.
I’d appreciate feedback on:
- Mobile "Precision Mode" (touch UX for slot/segment edits)
- Difficulty scaling (does "Hard" feel fair, or spiky?)
- Onboarding clarity (do the invariants click quickly?)
regnodon•2h ago
- letters are 14-segment bitmasks
- moves transfer individual segments under a hand-cap
- PAR is the exact required number of placements to go from start to target word
- clue tiers disclose geometric facts (counts of diagonals/verticals/horizontals, center spines, etc.)
The puzzle generator simulates candidate counts and rejects puzzles that don’t collapse to a single possible solution given the constraints.