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kybernetikos 6 days ago

Net can be done with reasoning rather than mindless iteration. You start by locking in end points surrounded by other end points except for one free space. if you have a straight line that can connect two end points then you lock it in the other orientation. If a line is locked next to a T pipe, the back of the t pipe goes against the line. If a corner piece is next to a locked pipe, you know that the side opposite the incoming pipe is empty, so it could be the back of a T or the side of a line piece, etc.

fsckboy 6 days ago | parent | next [-]

i only play Net (largest size or bigger, wrapping) using the locks; I disconnect the surrounding pipes from the center so nothing is lit up, and then start locking squares based on their surroundings. some of them I can't even solve. I can see the answer, but my head can't contain the logic necessary to lock them down

MITSardine 6 days ago | parent | prev [-]

Yeah, that's what I meant. On the other hand, something like Towers has you trying different configurations because there's not always enough information to motivate the next step.

MostlyStable 6 days ago | parent [-]

I haven't tried Towers, but I had thought that every game in his collection was such that guessing was never required. The logic/rules might not always be obvious, but supposedly they are there.

MITSardine 6 days ago | parent | next [-]

I think there's still a unique solution but, on the harder difficulties, you're given very little to work with. (in Towers)

sogen 5 days ago | parent | prev [-]

I think some guessing is necessary if you select one of the custom difficulty settings