Posts tagged Procedural generation
5 posts about Procedural generation from Another dev blog by UYLLII: making and publishing free Android games, newest first.
- Game design
Minesweeper Rogue: a no-guess minesweeper roguelike where the rules change what numbers mean
Designing Minesweeper Rogue: tunnels, stacking rules like liar and knight numbers, a solver that keeps every level no-guess, fuses that count digs, and phone-only bugs.
- Game design
Sovereign: building a polished no-guess Queens puzzle, and launching it with a paid ads test
How Sovereign generates Queens logic puzzles that never need a guess, its six modes and async replay races, and why its launch is a deliberate paid-ads experiment.
- Engineering
No-guess Minesweeper: generating boards you can always solve by logic
How the Minesweeper app builds no-guess boards with a logic solver, why the first dig is always safe, and why a second-chance rewarded ad suits the genre.
- Game design
Word Slide and Word Push: inventing a word puzzle, and the playtest that said it was far too hard
Two word puzzles built on the Loopover row-and-column slide. Generating 2,000 levels with exact par, why a solver's par says nothing about humans, and naming.
- Engineering
Building a word search generator in TypeScript (where every word appears exactly once)
How the Word Search grid generator works: seeded puzzles, overlap scoring, frequency-weighted filler letters, and repairing accidental duplicate words.




