I took a first glance at it, and it seems pretty cool. I can send them to you if you so wish, but I doubt that. Those are 2 or 3 Tutorial level that have been created yesterday at 2am because everybody wanted something changed. Looks like you are including levels exclusive to this app If you are so unhappy about the levels v2, I can change it or completely remove the feature and make the app break bigger levels. So knowing the length is rather important. And reading out from a String never blocks the reader like it does from a file. Meaning if your level is something as: 100x3 reading out the first line would result in a grid of 3x3 because the BufferedReader only reads per line. And The Editor roughly matches the size of the level. To avoid NullPointers I need to know the size of the level beforehand. We have never used it, and so far all levels here are of standard size. It's simply an easy way to avoid haveing the BufferedReader go through the entire file multiple times. Grumble grumble grumble.As for the Hexcells levels v2. It would certainly help if any other site pulled their collective heads out of some FPS's arse and noticed one of the best games of the last decade that they haven't bothered to cover. But gosh, it wouldn't be a bad thing if he felt compelled to make a few more. It's worth noting they're not a fraction as satisfying to play as the hand-crafted challenges, generally a much more pedestrian affair. It's understandable that Brown doesn't want to be trapped making new Hexcells levels for the rest of his life, and he has other projects on the go, so creating the "Infinite" mode (it's not actually infinite, but no one could finish all the mathematically-created puzzles in their lifetime) makes a lot of sense. I've genuinely hankered to be playing it during some recent tediously stressful times, and physically relaxed as it's loaded up and running. It's genuinely calming, an incredible way to unwind after a stressful day. Each game has tweaked the ambient soundscape further, with your actions playing notes into its beautiful, hypnotic swirl. It's so simple, but so ideal, cells prettily exploding as you smash them, and then the sound. On top of that sense that each new puzzle is smarter than you, and you're going to have to level up your brain yet again to get through it, is the gorgeous presentation. The level of difficulty begins where Plus left off, and climbs, creating by far the most satisfactory puzzles. It raised the bar once again, without adding any new concepts, but instead even better understanding its own potential. Which is perhaps why Hexcells Infinite was such an incredible surprise this year. By the last couple, they were as tough as I thought they could get. Hexcells Plus really intuitively brought things forward, added some superb new elements to the puzzles (numbers above columns, and numbers in blue, that further determine surrounding cell contents), and raised the difficulty. Going back to the original Hexcells now, they seem oddly sweet puzzles, and I can blast through the whole game in an hour or so. And the puzzles are complex enough that given enough time spent playing others, I forget how to solve them the next time I come back to them. Filling in night shifts from 2am to 7am, I was watching season one of the splendidly silly Once Upon A Time on one monitor, and ploughing through Hexcells on the other, and relished the time. I recently replayed all three games, twice through (probably for the tenth time) after my boy was born last month. I'm not sure he realised quite what he'd created with that first Hexcells, and the development over the following two games is astounding. I think, bearing in mind the volume I've written about the three games in this perfect puzzling trilogy (I'm not going to explain how they work again in this article, so do check out the reviews), I should make it abundantly clear that I've never met creator Matthew Brown, only ever emailed to sort reviews, and I think I scare him a little with my enthusiasm. It's why I've been making such a big deal. 5: Slitherlink for the DS - one of only three games I've ever given 10/10. I think the last time it happened was in late 2006 with Hudson Soft's release of the sublime Puzzle Series Vol. It is extremely rare that something as special as this comes along. John: Well, yes, it's just me for this one! (In fact, it's just me in the entire bloody industry, apparently - as far as I've seen, no other site has reviewed the game, which is such a massive shame.) But let my voice be enough! Hexcells! Hexcells! HEXCELLS!Īnd this year, most of all, Hexcells Infinite. As the closing entry of a trilogy, it's the finest, most refined of the three, and a puzzle lover's joy. As a straight, purest puzzle game, Hexcells Infinite stands heads and shoulders above anything else. There really wasn't any competition for this one.
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