[Self-Promotion] Launched my logic puzzle game : trace one path through number clues and train you brain one path at the time !

[Self-Promotion] Launched my logic puzzle game : trace one path through number clues and train you brain one path at the time !

Hey everyone,

I just launched Pathzzle, a logic puzzle game I've been building, on both the App Store and Google Play. I'm a solo dev and I'd love some honest feedback from people who actually play puzzle games.

What it is: You trace a single continuous path from a start tile to a goal tile across a grid. The number on each row and column tells you how many cells the path passes through there, plus a few revealed hints inside the grid get you started. If you've played "Train Tracks"-style puzzles it'll feel familiar, but the twist is the one start-to-goal path.

The part I care most about: every single puzzle is generated and machine-verified to have *exactly one* solution that's reachable by pure logic. If you're stuck, there's always a deductive next step. I built an offline generator + constraint solver that throws out any puzzle that would require a guess, so what ships is clean.

Features:

- 5 difficulty tiers, from gentle 5×5 grids up to nasty 10×10s

- A fresh daily challenge every day

- Fully offline, no account, no sign-up

- 7 languages (EN, FR, DE, ES, IT, PT, NL)

- Universal: iPhone and iPad

Monetization, upfront: free with ads, plus a single one-time purchase to remove them forever. No subscriptions, no energy timers, no pay-to-win.

App Store: https://apps.apple.com/fr/app/pathzzle-path-deduction/id6780883025

Genuinely keen on feedback, the difficulty curve, the tutorial, anything that feels off. Happy to nerd out about how the puzzles are generated and verified too. Thanks!

u/Happy_Sun_367 — 10 days ago
▲ 25 r/Picross+5 crossposts

I built a logic puzzle where you uncover a hidden path using number clues on the rows and columns

Hey everyone :)

Longtime fan of logic puzzles, and I just finished building one I'd love this community's honest take on, since you all actually know your stuff.

The concept: you get a grid with number clues along every row and every column. Each clue tells you how many cells in that line belong to a hidden path. Using only those numbers and pure deduction, you reconstruct the path one cell at a time until the whole route reveals itself.

It scratches the same itch as classic logic-grid deduction, but the "figure out the path" twist makes it feel like its own thing once you're in it. I'm calling it a path-deduction puzzle because I genuinely couldn't find another game doing exactly this.

A few details:

5 difficulty tiers, from gentle 5x5 grids up to chunky 10x10s

500+ puzzles

A daily challenge with streaks and trophies if you like a routine

Android and iOS, phone and tablet

Full disclosure: I'm the solo developer, so this is my own project, not a paid promo. What I'm really after is feedback from people who care about puzzle design: does the mechanic hold up, is the difficulty curve fair, what would you change?

Android: https://play.google.com/store/apps/details?id=com.jeromedusanter.pathzzle

iOS: https://apps.apple.com/fr/app/pathzzle-path-deduction/id6780883025

Happy to nerd out in the comments about how the puzzles are built or any of the design decisions.

u/Happy_Sun_367 — 13 days ago

One year into roguelikes, here's my tier list (with my reasoning game by game)

Hey everyone,

About a year ago I got into roguelikes through Balatro and immediately fell in love with the genre. I used to be a big League player before (please don't roast me lol), so what I'm really after is fast, strategy-first games. No story, no grind, just my brain against the machine.

A year and a lot of runs later, here is my tier list. Instead of just dropping the image and asking "what next", I wrote a few words on each game so you can actually see how my brain works and recommend something that fits. So here we go, from my favorites down to the ones that didn't click.

Shogun Showdown (Masterpiece). My absolute favorite. You can plan your combos turn by turn, you move around so you can dodge or even make enemies hit each other, there is a huge variety of weapons, and you can build genuinely broken, super OP stuff. This is basically everything I want in one game.

StarVaders (Masterpiece). Three really different classes with four pilots each, and you can tell the devs actually racked their brains to make every one a new experience. I also love the tile system (old Dofus player here, so this clicked instantly). Bonus points because it explains itself well, no wiki needed.

Slay the Spire (S). I love this one too. The characters are extremely different, there are tons of viable decks, and the enemies have good variety. Two complaints though. First, there is no movement, which removes a whole layer of complexity for me. Second, each character has around three deck archetypes, so once you understand them, runs can start feeling a bit samey. Still, it's the pioneer of the whole genre and it is genuinely excellent.

Monster Train (S). Pretty close to Slay the Spire for me. The first runs were really nice, but once I had discovered all the clans, the strong combos started feeling a little redundant.

Balatro (A). My very first roguelike ever. Super addictive for the first 10 hours or so, and then it got repetitive for me. Still a really good game with a very clever design idea behind it.

Wildfrost (A). The most recent one I played. Really difficult, and I loved that part. But after you beat it once, your second run puts you against your own previous composition, which felt a bit weird to me. The leaders also aren't different enough. I would rather have fewer leaders, each with a truly distinct direction. So the road to your first win is awesome, but after that I am not so sure. The mechanics themselves are quite simple (poison, armor, silence, and so on), and the real difficulty comes from how the game handles turn order.

Cobalt Core (A). Another really good one. I love the three-lane system (enemies, then asteroids/missiles, /projectiles then your ship), and combining three pilots with one ship gives a lot of replayability. But for me only one ship is really fun, and the other three just aren't that interesting. There are only four difficulty levels too, so it's fairly easy to finish. My main gripe is that they focused too much on the story, which I personally don't care about, when they should have put that energy into more content and more ship variety.

Brotato (B). Fun at the start but it gets repetitive, and you only move, you don't shoot or dodge or jump, which makes the whole thing feel a bit flat. Lots of different weapons and stats though. A nice little game for the first 5 to 10 hours, and after that it fades for me.

9 Kings (C). I didn't play enough to have a really strong opinion, but in the few runs I did, I didn't feel much difference between the kings, and honestly the graphics are too low-fi for my taste.

Fights in Tight Spaces (C). A deckbuilder with movement, so on paper it should have clicked with me, but it didn't (haha). There are some good ideas, like the door that instantly kills an enemy, but I felt the game lacks variety. You mostly just punch or kick one tile or several tiles in front of you.

Risk of Rain 2 (C). I really thought this one would be my next masterpiece, and then I saw someone say you basically always have to be jumping to play well, and that discouraged me (lol). Maybe I should push through it. I loved the graphics. I also don't remember any real tutorial explaining the rules.

Enter the Gungeon (C). I can understand why people love this game so much, it is pretty fun. BUT so many things are not explained, and it drives me crazy. I would buy a gun or an item and have zero idea how to actually use it, which is really frustrating.

The Binding of Isaac (C). Same unexplained-items problem as Gungeon, but on top of that the controls and interface felt really bad to me. I even plugged a controller into my PC and then literally could not exit the settings menu. It is hard to get more frustrated than that.

Inscryption (D). Okay, I genuinely don't understand how people love this game so much. The deckbuilding part is so poor in my opinion, and I don't really care about the atmosphere or all the stuff you do between card games, so it just isn't a game for me.

Across the Obelisk (D). Quantity can make a good game (Cobalt Core, I'm looking at you), but quantity also needs quality, and this one really didn't click for me. From your very first run you already have four characters to understand and learn, which is a lot, so I ended up maining a single one and just playing nonsense cards with the others because I only wanted to run one deck. They also have a ton of DLC, but the characters feel extremely flat compared to the ones in Slay the Spire.

So if you survived this whole novel, thank you. If you have any recommendations, please don't hesitate, and I would genuinely love to discuss my choices. Maybe I judged one of these from the wrong angle and should give it another try. Thanks for reading.

Peace <3

u/Happy_Sun_367 — 18 days ago

Your dream game on Android

What would be your dream game on Android ?

i'm seeking ideas to develop 😄

I was thinking re-doing the zombie mode of Call of Duty with the box that gave you random weapon, What do you think ? 😄

reddit.com
u/Happy_Sun_367 — 2 months ago