Minesweeper Infinitier

Made a few enhancements to my Minesweeper Infinity prototype. ¬†Flags are now represented by target circles instead of triangles, and numbered hexes and flags become dimmed once they’re no longer relevant (thanks to David Maddox for that suggestion).

Take it for a spin here.

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6 Responses to Minesweeper Infinitier

  1. Jovoc says:

    This is really cool! But how do you win? Infinity seems pretty big.

    Really nice job on the interaction, I might borrow a few ideas like the red dot and the dimmed numbers for my minesweeper game if you don’t mind.

    • Martoon says:

      Hey there! Actually, your game was my primary inspiration for this prototype. I’ve spent several hours playing Planet Minesweeper, and it’s by far one of my favorite diversions on the iPad. And it’s one of those things that, as I was playing it, I kept asking myself a lot of “what if” questions. I finally decided to start a prototype, and try to answer some of those questions. Please feel free to borrow any ideas you like!

      I like the infinite minefield idea, and I want to stick with that, but the game does need some kind of direction or goals. One idea is to do something based on literal goals: waypoint hexes that the player has to work their way to and uncover. I’ve also been bouncing around some ideas about a map that the player is uncovering, with areas of some kind of resources and objectives. I just want to make sure that the game remains very accessible; something that a player can jump into and start playing without having to read or learn much of anything first. And I don’t want to ruin the simplicity of the core gameplay.

      I think I may have the flagged hexes and surrounding numbers removed from the board altogether once the neighbors are done (instead of just dimming them), since they’re no longer relevant to the player. It would be like clearing the minefield. This would also work better for uncovering a map (or whatever).

      One thing I really want to do is have the randomized minefield generated in such a way that there is a guaranteed solution to revealing all of the hexes without ever having to guess. It would be a matter of placing random mines, having the computer play test the area, and modifying anyplace the computer got stuck. It’s just made much more complicated by the fact that the minefield needs to be generated progressively as the player reveals area. But I have a general idea of how to go about it, and I intend to make it happen.

  2. Pingback: Infinite Inspiration | Levity Games

  3. Tomy says:


    I found your game after browsing the Ludum Dare syndicated blogs – and love playing Mines! If you haven’t already, have a look at some other board games that use an infinite grid such as Scrabble (wordsquared).

    Once you pad out more of the gameplay, could you take a look at the controls? I have mild RSI and would love to use the keyboard or gamepad if you can do that with Flash.

    – Tomy

    • Martoon says:

      Cool! I had never seen WordSquared. I love the concept (and my girlfriend will love the game – she kicks ass at word games). I’ve actually considered the massively multiplayer aspect of Minesweeper Infinity.

      I’ll definitely look at adding keyboard controls, at least for clicking (e.g., using two different keys to flag and reveal, instead of clicking and double clicking). I think it’s the clicking with a mouse that really bothers RSI, and not so much the mouse movement. But I’ll put in complete keyboard control, too, if there seems to be demand for it. Unfortunately, a gamepad can’t be accessed from Flash. But you should take a look at JoyToKey.

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