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>he lack of explicit text instructions...is a feature of echo chess, not a bug.

Personally, I don't care for it. To me the essence of a puzzle is a clear goal, and a clear set of constraints, within which you try to find a solution. If there are unspecified means available, it's something different, like a "a puzzle with a trick to it". Like one of those lateral thinking problems where it turns out you're meant to fold the paper or something, because they never said you couldn't.

It's easier to enjoy and get deeply into a puzzle when you know for sure it's solvable with the information you have.

>Yes, this is one of those levels that feel incredibly frustrating until it just 'clicks'. In my playtesting experiments, users either smile/laugh audibly when they finally get the solution to level 10, or they let out a big sigh of relief. Let us know how it goes :)

I got it just after posting. I had just missed one of the possible pathways for a knight to get to a certain square. Was going through the process of proving that the puzzle was impossible - often a good way to solve. :)



> I got it just after posting. I had just missed one of the possible pathways for a knight to get to a certain square. Was going through the process of proving that the puzzle was impossible

Nice :) That's the way to do it. I think you'll really like 11+.


Somehow I found 11 easier than 10. But then, it also felt a bit guessier - harder to systematically try each path.


Interesting. I think that's tied to the degrees of freedom linked to bigger boards with fewer obstacles. Coincidentally, the EDA section of the post finds similar indications for the 1,000s of procedurally generated levels segmented by board size and obstacles ratio.




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