Gamefinds: NANDgame

We love it when we find weird and unique indie games to tell you all about! Our alien friends to the left herald these occasions.

NANDgame is one of those puzzle games that’s really an educational game in disguise. By hooking up wires and relays, then logic gates, then larger pieces of basic computing hardware, you construct a basic processor from first principles, step by excruciating step.

This is actually a puzzle solution, which I don’t usually include as screenshots, but it’s small enough that it probably won’t be useful to you unless you stare and memorize it. So if you want to do it entirely on you own, don’t look hard at it!

Of course, the difference between a puzzle game and an educational game is only if the skill the puzzle requests you to learn has some objective use in our physical world. Tetris masters are robbed by the rest of the human race that their unique skill can’t be used to write software or design cars or something, for the kind of effort involved in getting good at all these things is exactly the same. This puzzle, at least, can get you on the road to designing low-level computing hardware, or at least started on that road.

Now that’s out of the way, I’m not completely happy with this introduction to computing architecture. It is true that you can start with NAND gates and, from them, derive all the other logic gates, and from there the rest of computing in its entirety, and this game has you do essentially that.

But NANDs are not the simplest gate to understand. Even their name comes from combining two other gates that you’re not introduced to first. And forcing the player to invent one out of relays, which you are actually required to do here, is a difficult first step. If you aren’t already well-versed in the kind of thinking this involves I’d suggest making use of the hints for each level, because the game gives you no other aid. It is a real trial by fire, and without prior exposure you’ll be staring at the relays for a while wondering not just what you’re supposed to do with them, but why.

But if you can power through them all, again using hints, it is really rewarding to know that, if you had the parts, you could construct a simple processor from first principles. It is difficult, but this is a good introduction. I’d treat it as kind of a test, and that the actual game is learning what you’re supposed to do to win by looking it up from other sources, including the help system. That’s to say, it’s all bosses, with the skills learned to defeat them coming from what amounts to GameFAQs.

NANDgame (web)

Gamefinds: Snekburd

We love it when we find weird and unique indie games to tell you all about! Our alien friends to the left herald these occasions.

One of the best puzzle games out there is Noumenon Games’ colorful, fun, and challenging Snakebird, its easier sequel Snakebird Primer, and their combined version on Switch Snakebird Complete.

But even Snakebird Complete costs $15. What if you just want to dip your toe in and find out why the snakebirds are the snakeword(s)?

Try Snekburd, on itch.io.

Created by a Pico-8 dev called Werxzy, they’ve made a “demake” of Snakebird that is essentially just the original but with different levels and pixel graphics, which can even be tried out on the web. And if you’re already a certified serpent-falconeer, it even has some new tricks for you to learn.

The first level. Even this one is challenging!

You control up to four colorful adorable snakebirds, who you can switch between freely. Their mission is to consume all of the fruit on each level, and then escape to the next island. They all move, one turn at a time, like the snake in Snake, but in a side-view, gravity-burdened world with unexpected implications.

It’s a good idea to spend some time at the start getting used to how the SBs operate. Despite being nominal birds they cannot fly. It’s easy to get a longer one trapped against a wall, but you’re allowed infinite undo levels, and you’ll need all of them.

An early level with multiple birds. Your first instinct may be to share the fruit, but sometimes the greed of one bird is necessary if they all are to escape.

A snakebird that eats a piece of fruit grows one space longer. In multibird levels it doesn’t matter to completion which feathery slitherer eachs which fruit, but sometimes the design of a level means a specific bird will ultimately need to be a certain length.

Some levels have no fruit, and reaching the exit is all you have to do. “All” you have to do.

To complete a level, not only must all the fruit be eaten, but all birds must make it to the goal portal. This will often be the hardest part of the puzzle. The ease with which one birdbrain can get stranded unless their snavian colleagues help them to the exit will confound you, but they should be applauded for not leaving anyone behind. (They can’t applaud themselves—no hands.)

Hey kids, it’s your favorite, Big [Snake] Bird, just arrived from Snesame Sneet!

There’s even a level editor for making puzzles to challenge your friends, or maybe even yourself if you’re really forgetful. Progress is saved between sessions on the same browser. And it’s a good thing, for the game lives up to the original’s reputation for difficulty.

So please, give these fluffy beakworms a place in your heart. I’m told that as parasites they’re completely benign!

Snekburd (from Werxzy on itch.io, $0, based on Noumenon Games’ Snakebird series)

Gamefinds: Conservation of Bass

We love it when we find weird and unique indie games to tell you all about! Our alien friends to the left herald these occasions.

There are tens, if not hundreds, of thousands of quirky little games and things on itch.io. Lots of them are worthless, some are mere cash-ins, and a few are really nice, but good luck finding them with the towering piles of meh blocking view of the horizon, or indeed anything else.

So it’s nice when you find something through the browse feature that’s a joy to play, and such a game is Emlise’s Conservation of Bass. At first glance it looks like it’s going to be another game of the type that bitsy makes it easy to construct. Nothing against bitsy or its games, but most of them are pretty simple, leaning more into the fun of exploring a little world than offering challenging gameplay.

Here’s an early example level, that relies on the fact you can swap both horizontally and vertically.

But as it turns out Conservation of Bass only looks like it’ll be an exercise in pure exploration. It’s actually a completely linear platform-puzzler, and it requires a surprising amount of skill to get far into it. Your walking fish protagonist can only jump one space high, and can’t move very quickly, so sharp jukes in the air won’t save you. As is the custom for these kinds of puzzle games now there’s no penalty for failure, it immediately resets the puzzle for another try.

The fish’s special trick is, it can swap spaces with blocks exactly two spaces away from it with the X button, if they’re the same size as it. It can do this in all for cardinal directions, by pressing that arrow key. These are the same keys that move the fish, and allow it to jump, and it can even do this in mid-air. That’s where the control skill comes in, even if you have a solid plan for how to solve the puzzle, putting it into effect may take you a few tries, as the timing window for swapping a falling fish with a block over safe ground is pretty demanding.

This one is very tricky! The fish can only jump one space high, and it can only swap with blocks two spaces away. To get a block into a place where you can use it to get up to the glass of water goal, it has to come from the bottom layer of the starting platform, but that’s directly over the void. How to solve it….

Helping out is a special property of that X button that’s unveiled to you a short way in: holding it down freezes time, and lets you then use the arrow keys to decide which direction you want to swap in at a bit without needing split-second accuracy, so long as you pressed X with that same accuracy to begin with.

This is another of those games where you’re introduced to its elements slowly, which is great because the puzzles get hard fast. I got to the early levels of Chapter 3 before my pending deadline forced me to set it aside and write it up. See if you can get beyond that.

This is the last level I got to before posting.

Conservation of Bass (itch.io, $0, playable on the web with optional download)

Gamefinds: enclose.horse

We love it when we find weird and unique indie games to tell you all about! Our alien friends to the left herald these occasions.

Less a game than a puzzle, and not so much runnable software than a website, enclose.horse is a very nice thing to spend a few minutes of your day, each day, on.

Every puzzle is a map of a field, with an arrangement of lakes and a horse somewhere in it. You have a number of square blocks to try to completely surround the horse. The horse does not like to be surrounded (click on them to get their opinion), so the more space you can enclose the horse within the higher your score.

When the horse is surrounded, a field of wheat springs up to show you how much space you’ve left the horse. Each space of wheat is one point. Some puzzles have cherries on the map, and also enclosing those is worth five bonus points. There’s also Golden Apples, they’re worth ten points. There’s bees too, trapping the horse with those is five points off your score. And there are pairs of portals, which count as an additional avenue of escape for Horsie that you must also account for.

This is not the perfect solution to today’s enclose.horse puzzle. Can you see how it could be improved?

The puzzles vary in difficulty. It’s usually easy to score at least something, but your true aim is for an optimal, perfect score. When you submit your score (you only get one try!) you’re told what the perfect score is and shown a solution that earns it. You can also browse past puzzles and see how well you do at those, create your own with a simple editor, and play other users’ puzzles.

The site continues to be worked on. Up until a couple of days ago there was a Check button, that you could use to find out what a puzzle’s perfect score was, so you could keep trying until you achieved it. However that introduced a bit of reluctance to submit anything that wasn’t perfection (it certainly made me a lot less likely to submit a score), so in the past couple of days it was removed, and that was probably for the best.

Give it a shot, while it’s harder than you’d think, it’s also not usually very hard. I think you’ll like it.

enclose.horse (web, $0)

A State Space Walkthrough of Two Early Stephen’s Sausage Roll Levels

We try not to shy away from hardcore geekery-peekery here, and I think this one qualifies for that nonsensical nomenclature.

We’ve brought up Stephen’s Sausage Roll (SSR) here in the past, it’s a uniquely challenging turn-based puzzle game. You move a little fork-wielding guy around to cook sausages in an infuriatingly precise way: each two-unit long sausage has two sides to each of its units, and each must be cooked exactly once per side. The controls are simple, but the puzzle start out tough and get tougher. New wrinkles get added in an organic way, and the game feels like it changes as you advance through it, even if you doesn’t actually gain any new verbs; the levels are just cleverly designed so that Stephen’s advanced tricks just aren’t possible before the game’s ready to unveil them.

In this 7½ minute video, a Youtube channel with the suitable name Stephen’s State Space examines two early levels of SSR with their move spaces graphed out, and shows that, while there is room for some slight variation, both of them require the player to progress through a specific sequence to finish the puzzle. If you don’t know anything about SSR, the shown-off solutions will seem to be brain-melting in their specificity. Let me assure you that these puzzles are only the beginning.

When people talk about why they play these kinds of hard puzzlers, they often express it in terms of how they make them feel when they solve it, the harder the puzzle, the greater the feeling of accomplishment. When I hear that, I think, duh, but more than that, why do people have a “feeling of accomplishment” when they play these games?

When you put it in terms of a feeling, I think you’re getting dangerously close to those people who put it all in terms of dopamine, which I hate. Game players aren’t dopamine addicts! If you could get it out of a syringe, would you do that?

You get a jolt of dopamine, experienced as a feeling of accomplishment, because you accomplished something! I have long thought that the best reason for playing difficult puzzles isn’t the feeling you get when you solve them, but their improving aspect. Working through tricky puzzles actually makes you a little smarter for doing them. The fact that they’re fun to do is the spoonful of sugar, to borrow Ms. Poppin’s phrase, to get you through.

So go forth and cook those sausages! If you can get all the way through SSR, I reckon that’s enough to get your INT score up to at least 15. I don’t know if I can say if it’ll affect your WIS, and it certainly won’t help your CHA, but let’s work on one D&D attribute score at a time, eh wot?

A Pair of Great Puzzle Games

This is a double review for Elephantasy 1 and Neyyah, played with a retail key and press key, respectively.

Gamefinds: Urjo

We love it when we find weird and unique indie games to tell you all about! Our alien friends to the left herald these occasions.

A second webgame in a row, Urjo is a logic puzzle game about choosing which of each space in a grid should be red or blue, with the following conditions:

1. Every row and column must contain the same number of red and blue spaces.

2. Every numbered space must have the same number of spaces touching it (in the eight spaces around it) as its color.

3. No two adjacent rows or columns can have the same sequence of colors. In practice this is the most subtle rule. It doesn’t always come into play, but if it does it’ll probably be the breakthrough you’ll need to pull off a solve.

The starting position of one of the more difficult puzzles.

Every puzzle has a unique solution. It is similar in style to another web puzzle called 0h h1, but a major difference in presentation is that Urjo is watching as you try to solve it, and won’t let you make incorrect moves. Instead, it counts up all your mistakes and scores you on how well you did. You have an overall rating that goes up as you both complete puzzles with fewer errors and faster times than other solvers. This can be annoying (it’s easy to click the wrong size of a circle on accident), and it pushes you to try to solve them faster than you may feel comfortable, which may also cause inadvertent mistakes.

The software will try to give you puzzles just past your skill level, and I can verify that they get very difficult. If you make mistakes it’ll offer to give you some pointers. Myself I ignore those tips; but I can see how some people might find them useful.

Urjo (web, free)

Gamefinds: words.zip

We love it when we find weird and unique indie games to tell you all about! Our alien friends to the left herald these occasions.

words.zip is a fun word search kind of game. It’s an infinite field of random letters. You try to find words snaking through the array. Words can twist and turn, and can also go backwards, but can’t go diagonally, cross themselves, or intersect with any other word that someone else has ever found.

Here I’ve found the word ROUGH in this relatively uncluttered area of the board. Apparently I’m the first person to ever find it! This is the fourth such word I’ve found since I started playing, and the shortest.

There is no scoring, but there is a newly-added list of challenges, various categories to try to find words in. If you decide to play, I think you should start out immediately dragging the field in one direction until you find an area almost devoid of other players’ words, and start from there. Of course as time passes it’ll get harder to find unique words. I read somewhere that there are plans to implement private games, with new fields to search through uncluttered by people entering ASS or POOT. If the well-hoed field is too much to tiptoe through, maybe come back in a week or two and see if that feature has gone live.

2,025 Item Categories Puzzle

Hah, a bit late with this one, mostly because I was trying to solve it. Found by John Overholt over on Mastodon, It’s a big page full of 2,025 different items that you’re to sort, into 45 categories of 45 items each. Because the year 2025 just ended, of course.

Click on an item, then click on another item of the same type. The two will merge together into one item. When you get an item with all 45 of its type it’ll be replaced with a box with the name of its category.

This is far from all the items! They scroll off to the right and down!

Remembering the locations of the growing categories quickly becomes a major part of the puzzle! When you combine an item with another one, the combined group ends up at the location of the second one you clicked. Use this information to get the categories as close to the upper-left as possible. This will prevent them from moving around too often, and aid your creaking grey matter in recording their places.

Unless I miss my guess, you’ll progress smoothly for a while; you’ll complete one or two specific categories long before any of the others; then at about six to ten categories finished you’ll collide rudely with the taxonomical wall. I had to use Google to get through the last 20% (that’s about 400 items remaining!), and I really think you will too, since everyone has holes in their knowledge.

Below (in ROT13, since it’s a spoiler), I list some of the harder categories to pick up on:

Gbz Unaxf zbivrf, Tbbtyr cebqhpgf, Gbyxvra punenpgref, “jrngure jbeqf,” pbyyrpgvir abhaf, HF ICf, xvaqf bs cnfgn (whfg ubj znal xvaqf NER gurer?!), “jrngure jbeqf,” Zneiry Pvarzngvp Havirefr punenpgref, pbzchgre ynathntrf, ynetr pbzcnavrf, ybtvpny snyynpvrf, purrfrf, shpxvat PBPXGNVYF (V qba’g qevax) naq, zbfg vashevngvat bs nyy vs lbh’er abg n ynjlre, yrtny qbpgevarf.

Gamefinds: Primesweeper

We love it when we find weird and unique indie games to tell you all about! Our alien friends to the left herald these occasions.

Primesweeper is a recreation of Minesweeper, but with two changes:

  • You can’t mark squares where you think there are mines. This isn’t as bad as you’d think it would be, partly because…
  • All the spaces have three digit numbers on them, and the mines are hidden by the spaces with prime numbers.

Don’t let the math terms scare you, it’s not as hard as you’d think it would be, at least if you know a trick to determining divisibility by 3: the sums of the digits of all numbers that add up to 3 are themselves divisible by 3.

Primesweeper is from vole.wtf, created and filled with things made by Metafilter member malevolent, who has made many a free wonderment and entertainthing to enjoy. If you enjoy Primesweeper (or even if you don’t), I’m sure you’ll find something else fun on their website.

Web-Wide Effort to Solve Every 5×5 Nonogram

This comes out from the halls of Metafilter, and a post there by Wolfdog. Pixelogic is a webpage where every 5×5 Nonogram puzzle (which you may know by the trademarked name Picross) is on a website, and as people solve them they’re marked off.

Part of the fun of most Nonograms is making a picture, and very few of these come out to anything. In the screenshot above 9,303,414 there looks like a crab, and the one above 9,303,408 whose number is cut off is obviously a helicopter, but the rest is pixel gibberish. It’s amazing, though, that one can make even that out of these random blobbies and garbages.

But on the flipside of that, 5×5 puzzles are really easy! It’s a simple matter to do one, and after that another, and so on, and then an hour has passed and you’ve finished hundreds. Add to that the job of just working on something with lots of other people, and you have a damn addictive time. The puzzle software is friendly too: left click to mark squares, right click to mark empties. The solver automatically marks Xs in spaces where they logically must go if you’ve filled all the spaces on a line of column. And unlike many of the Picross implementations on Nintendo systems, there’s no penalty for making wrong moves, although you’re not informed when you fill an incorrect square either.

To work on these, I suggest scrolling way down the page and finding a block of unsolved ones, as the site doesn’t filter out finished puzzles, and then working outward from there.

I realize I’ve assumed that you already know how to solve Nonograms/Picross here. A full description would be verbose and probably unneeded, especially since you can probably figure it out yourself by just looking at the solved puzzles on the site, but just in case:

You have a grid, right? Along the top and left side are numbers. The numbers indicate the runs of filled blocks in the solution of the puzzle. Take this example:

2 2 ⬜⬜⬜⬜⬜

This horizontal line must have two sequences of filled blocks in the solution:

🟩🟩❌🟩🟩

That one was easy, but usually the full solution isn’t so, and must be deduced using the intersections of the rows and columns.

Try it out, but do it soon; more and more solvers are joining on every day, and even with 24M puzzles in the list they’ll probably churn through them all in around a month!

Gamefinds: CSS Puzzle Box

We love it when we find weird and unique indie games to tell you all about! Our alien friends to the left herald these occasions.

Some of you may remember seeing, from a while ago, a clever hack that implemented a series of interactive puzzles on a website. If you didn’t see it, or don’t know much about how these things usually work, you might not think much of that, we’ve all been playing web games for two decades now, and an entire web platform for them (Flash) has arisen and died in that time. It now has an updated version, with new puzzles to figure out!

CSS Puzzle Box 2.0, starting state

Nowadays these things tend to be made using Javascript, or some language that renders down to Javascript. That’s what makes the CSS Puzzle Box amazing: it doesn’t use Javascript! It’s implemented entirely with HTML tags and CSS! See for yourself! Caveat: it doesn’t work on mobile platforms, some of the click or drag handles are a little hard to hit with your clumsy human finger. On desktop browsers, watching for the cursor to change when it’s over an interactive element is tremendously helpful.

It’s challenging, but far from impossible. It requires some close observation to get started, but after that you can probably get through it with enough time spent and effort expended. The hardest puzzle is one of the first, “Lights On,” one of those puzzles where clicking on a square inverts that light and those adjacent. You can follow these directions (swapping off lights for on ones) to solve it, or click on the O in the Lights On title a few times to skip it, or just muddle through—if you get stuck with just one or two lights on and can’t clear them, mess up the puzzle by clicking everywhere on it randomly and try again, and eventually you’ll happen on a pattern that resolves nicely.

So, about the technical underpinnings. Its creator blackle mori (Mastodon) wrote up a nice breakdown of how it manages to do what it does without scripting. Part of it includes the <details> tag and its accompanying <summary> tag, a way in pure HTML to have collapsing content. If you want to know the tricks there they are, but you don’t have to care about that to enjoy the puzzles. Good luck!

CSS Puzzle Box 2.0 by blackle mori (webgame)