Design sample Three games built to demonstrate interaction and algorithm work. No accounts, no scores sent anywhere, no network at all. Read the notes →

Six small games.

A game is an honest demo — it either plays correctly or it visibly does not. Each of these was picked for one problem that is easy to get subtly wrong, and the note under each says what it is.

Mines
10
Seconds
0

Click to reveal. Right-click, long-press, or focus a square and press F to flag it.

The problemA board you never have to guess on

Two things separate a fair minefield from an irritating one, and most implementations do neither.

The first click is never a mine. Mines are laid after you click, with the clicked square and its whole neighbourhood excluded — so the opening move always opens the board up instead of ending the game on a coin flip.

The board is checked for solvability. Random placement regularly produces an endgame where two squares are genuinely indistinguishable and you simply have to pick one. So the generator lays a board, runs a deduction solver over it, and re-lays it if the solver gets stuck — up to a bounded number of attempts, because a generator that loops until it succeeds is a generator that can hang the tab. When it succeeds it says so under the grid.

The solver is deliberately incomplete: it applies only the two obvious rules and not the pairwise subset rule. That makes it conservative — a board it can finish is definitely guess-free, and it may reject some a good player could manage. For a generator that is the right way round.

Other demos · Domino, Okey and Konkan · Hire the developer