Mereni
(Early version). Hexcells inspired puzzle where you use clues to deduce which edges form a drawing. No guessing or timing. Left click edge to mark it as belonging to image, right click for edges not in the image.
Progress is saved automatically
Feedback is much appreciated but reporting bugs is not really useful at this stage since I will probably re-write everything for the final version.
| Updated | 7 days ago |
| Status | In development |
| Platforms | HTML5 |
| Rating | Rated 4.5 out of 5 stars (2 total ratings) |
| Author | nonpop |
| Genre | Puzzle |
| Tags | Atmospheric, Cozy, Indie, Minimalist, Mouse only, Short, Singleplayer |
| Average session | A few seconds |
| Inputs | Mouse |
| Links | Steam |
| AI Disclosure | AI Assisted, Code |
Download
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Click download now to get access to the following files:
asterium-0.4.0.zip 17 MB
asterium-0.5.0.zip 18 MB
Development log
- Game renamed9 days ago
- v0.5 - Redesigned levels19 days ago
- v0.4 - Logo update, new level63 days ago
- v0.3 - Menus, progress, saving, a new level72 days ago
- v0.2 - Better edge visibility76 days ago



Comments
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Awesome once again! I cant help but think of how the two types of levels are essentially the same when observed as pure graphs, replace the numbers with verticies, and the edge between the two numbers is the edge between two numbers.

(Basically how the node on the right is much more intuitively 4 connection than the node on the left)
Also, it would be fun to see a sandbox style level editor with switchable views between two level types, or with moveable nodes in general.
A very tall ask, but would physics simulation be possible? Turning every edge into a spring while mapping the outside edges on a circle or any other closed shape, and seeing how graph turns out in the end. This might help with seeing some patterns, like how -2- with 4 connections is always a pattern of 1010, as sometimes some node configurations dont feel the same as they count
Thanks, and thanks for the suggestions! I was indeed thinking of dual graphs when designing the rules so good catch there :) Now, one place where I think this breaks is in levels with both kinds of clues (last level in this demo). If I modify your example a bit you could do something like this, where on the right the 2-line crossing the two edges means both of them are lit. There probably will be such "cut clues" in later levels but it might be quite difficult to cleanly generate them for dual graphs.

These "cut clues" also make the spring idea more difficult to implement since you'd have to bend the cut lines so that they cross the correct edges. It's unfortunate because I really liked the idea of being able to switch between the arrangement needed for the image and a different arrangement more suitable for solving :|
Oh, didnt finish the demo at the time of writing the comment, my hands were just itching to point that out)
Now that I finishedthe demo, I think that dual type levels are technically still the same, if we make a big bounding box as one big node, right? N-blule2 connections are saved. (This is what I meant by mapping the graph onto a shape, we can map all the edges that touch the outside world on a single shape.) If we go completelety into nodes only territory, we can do the third version, where we have several connections going into the same node.
This also handles the {x} and -x- patterns and 'hanging' nodes surprisingly well, color and number coded all edges and verticies. The 1, 3, 5 and 7 blobs on the middle and right image arent nodes, they are A into A connections. (That's what a hanging node technically is, it seperates A and A planes on the left image.) Conversion is much more neat if converted into a middle version, with an all encompassing outer shell, but the rightmost one is technically proper version to do this.
Would this whimsical nonsense work, or am I missing anything?
I think that's the proper way to go between a graph and its dual, so in theory it works. But for this game there are a couple problems. First, currently the game only allows simple graphs (no loops or parallel edges), so for example you could only have one N-3 connection in your first example.
Even if we'd allow non-simple graphs, the second challenge would be layouting. You might have to connect far away vertices (the N-3 connections go around the whole graph), so making the final graph clean could be difficult. I'm sure algorithms for this exist but sounds like a lot of work for this game.
So, cool idea but maybe it has to be a separate project :) Maybe a game where one graph shows some clues and the dual shows other clues and you have to switch between them to solve it.
Haha, I understand that this is an engine limitatin, thanks for even entertaining a possibility of such an idea) I love dabbling in theoreticals
An option to invert the left and right mouse button (like hexcells has) would be a nice convenience
Good idea, thanks! I'll put that in the next updat
Wording suggestion: "consecutive" doesn't really make sense in this context. Perhaps "all adjacent to each other" and "not all adjacent to each other"?
Thanks for the suggestion! Your version does sound more understandable indeed
I love the basic premise--it's a nice little logic puzzle and there's a real satisfaction in revealing the picture. (I'd recommend not titling the levels; I didn't notice them at first and tried not to look once I knew they were there.)
The presentation could be a little difficult though. It was sometimes hard to see the removed lines, which made it harder to use information like "(non)consecutive)". It could also be hard to tell which lines were borders of regions--specifically, when mousing over a number in a region, the color change made it clear which possible lines were borders, but not always which already-set lines were. More than once I moused over a 3, saw three possible lines, and started clicking them without having noticed that there was also an already-clicked line that also bordered it.
But as prototypes go, it's quite nice!
Good feedback, thank you! I'll make some improvements and update soon!