![]() And I didn't enjoy this kind of longer trains of thought. This is a small change in the puzzles' logic, but it seemed to be very important, to me. You would "Reveal" certain pieces, and execute the successive new moves hoping to find a contradiction in the rules - if you did, you simply undo those moves and try another option. This seems a very small change, but it seemed to influence the puzzles as well: instead of being able to rely on the "aha!" moment every time, you sometimes had to try a couple of paths. Only "hide" moves are a final commitment. SquareCells has some of that, but toned down. If it's wrong, the game complains and you are penalized on the final score. Whether you "reveal" or "hide" a piece, you're making a final decision. This is mostly because every move in Hexcells is a commitment, of sorts. Then you could have a few quick moves in succession because of the new insight, until you get stumped again and are in need to a new "aha!" moment. Mostly by having many constraints and finding just the right combination to put them together and find a new move. Well, Hexcells always relied on a single move (although there were several possible, at times) that you discovered after a bit of thinking. ![]() Why don't I think this is as good as Hexcells? This was just my own expectation, though, having very little to do with the game. The game isn't really designed as so, which is very clear when you finish a level, by getting a dark gray screen over the picture, making it much less of a focus. It would be a nice addition and departure from Hexcells, having a more visual component to the puzzles. What I was expecting, though, was a bit of variety in the pictures formed (probably because of Picross). If you've played Hexcells, you know more or less what you're getting. ![]() I mean, it's okay, but it's very similar to Hexcells in terms of the thinking involved, but also not as good? That's arguably, because of the way some of the puzzles here are solved, but I'll write about it in a bit. This is a positive review, but I wouldn't really recommend this one. I look forward to SquareCells Plus and SquareCells Infinite! It's $3 currently, absolutely worth it for a well-made relaxing puzzle game. Took me 5 hours to 100% the game, which I find to be a decent price/content ratio, even without it being on sale. I never had to make logical leaps or even educated guesses, which is always a plus. I've finished the game with three stars on every puzzle, and while it starts out fairly simple to introduce people new to Picross it eventually gets quite tricky, especially in the last tier of puzzles. The logical possibilities that arise from this provide the unique spin on the Picross formula that this game needs to stand out. It's one of those concepts that really changes the way you think about Picross puzzles, and allows him to get away with presenting less information while still creating fair puzzles. There's a unique mechanic that Brown has added to the mix, a number on a square that indicates how many squares it is directly connected to. SquareCells is very much that, though the images are more abstract. You'll generally be rewarded with an image of some kind. For those that don't know, Picross is a puzzle game where you're given a square or rectangle and tasked to remove blocks, guided by numbers indicating how many blocks are in each row or column. SquareCells is much more of a direct take on Picross. I'd highly suggest you check those games out before this one, if only because they're fantastic and can be had cheaply during sales. SqaureCells comes from the developer of Hexcells, a series of amazingly well designed logic puzzle games that are reminiscent of Minesweeper with shades of Picross, Nintendo's series of logic puzzle games. Do you like Picross? You know this game is for you already.ĭo you like Hexcells? You know this game is for you already.ĭo you enjoy reasonably tough logic puzzle games with a supremely calming aesthetic? This game is for you. ![]()
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