Oubliettes
A logic puzzle game for Android: work out where the dungeon walls are from the clues.
Rules
- The numbers along the edge of the grid give the number of walls in each row and column.
- Monsters and chests are never walls.
- Every monster sits in a dead end, and every dead end holds a monster.
- Every chest is in a treasure room: 3×3 open cells, a single chest (anywhere in the room), a single opening.
- Outside treasure rooms, hallways are one cell wide (no open 2×2 block).
- All open cells are connected.
Every grid has exactly one solution. Newly generated grids (Endless, and the Novice and Leeroy levels) can
be solved without a guess: at most by trying a cell both ways and seeing one break a rule. Generated grids also never have walls more than two cells thick
(no 3×3 block of walls), which you can use as a clue.
Controls
- Tap a cell to cycle it: unknown, wall, known open.
- Wall and Hallway, under the grid, choose what a tap lays instead: that mark at the first tap, or
nothing if the cell already had it. Tap the chosen plank again to go back to the cycle. The choice
is kept from one grid to the next.
- Drag to fill a row or a column: the drag stays on the line it started along and fills unknown
cells, plus the cells of your previous action (drag again over a drag to fix it). Older marks are
never overwritten. However fast the finger goes, every cell it crosses is filled, and only the
finger that started a drag draws.
- A drag finishes only its own row or column; a tap can finish its row and column independently once their unknown cells
can only be filled one way: all open when the line has its walls, all walls when it needs every one
of them. Automatic marks never trigger another line, and the whole of it is one action for Undo. Erasing
a mark finishes nothing.
- The two arrows under the grid undo the last action (a whole drag counts as one) and redo it.
The round arrow over the grid resets it after asking, and is an action like any other: Undo restores the marks.
The last 50 actions of every unfinished grid are kept, even after leaving the app.
- Checkpoint remembers the grid as it is, for the moments when deduction runs dry and something
has to be tried out. Return appears once a checkpoint is laid, and brings the grid back to the latest one once it has changed; they pile up, and
are saved with the grid.
- A count is dimmed and struck through when its row or column has the right number of walls (which
does not prove they are the right ones), red and underlined when it has too many.
- The row and the column of the cell touched last are lit up to their counts. On grids whose cells
are smaller than a fingertip (10×10 and up on a phone), a magnifier shows what is under the
finger.
- Hint follows deductions from the puzzle clues, a word at a time: where to look, then why,
then which cells, outlined in gold until they are marked. When no rule gives a cell it names the
one to try, and which rule the try breaks. It skips steps you have already marked, without checking
your marks for mistakes. Only the optional Check action checks mistakes.
- The cells laid since the latest checkpoint bear a parchment corner: a try is told apart from what
is sure.
- On grids with small cells, two fingers spread the grid and move it; the counts stay along the
edges. A tap on a count switches between plain and calligraphic digits.
- Rules, under every grid, shows the rules without leaving it.
- The grid and its planks rest on the bottom of the screen, under the thumb.
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