swpr by criatura_nocturna
PLAY on itch.io
swpr is minesweeper-like with its own unique set of rules.
How to play
- Select a cell to open it.
- If it is empty, it will tell you how far away the closest mine is.
- If there's a mine, you'll lose.
- You can flag cells before selecting them.
- If you flag and select an empty cell you will lose.
- If you flag and select a cell with a mine, you will neutralize it.
- Neutralize all mines to win.
Controls

- F to toggle flagging
- R to reset
- Space to toggle the flag under the cursor
Colors
When more than one mine is "the closest", its clues' color will change according to the following table:

| haxeflixel | https://criatura-nocturna.itch.io/swpr |
| Link | https://criatura-nocturna.itch.io/swpr |
| Original URL | https://ldjam.com/events/ludum-dare/59/swpr |
Ratings
| Overall | 149th | 3.462⭐ | 28🧑⚖️ |
| Fun | 106th | 3.5⭐ | 28🧑⚖️ |
| Innovation | 124th | 3.481⭐ | 28🧑⚖️ |
| Theme | 221th | 3.115⭐ | 28🧑⚖️ |
| Graphics | 163th | 3.404⭐ | 28🧑⚖️ |
| Mood | 201th | 3.14⭐ | 27🧑⚖️ |
| Given | 24🗳️ | 24🗨️ |
Now I wish I had gone for the exact same colour scheme and window design, the nostalgia...
Nice twist on the classic minesweeper game! I sometimes didn't know if multiple mines were close to one saying "1" or not, but I guess it's part of the gameplay
Also nothing happened at the end I think? But I'm happy I got to win :D
The numbers change color to signal when a clue is affected by more than one mine. So a "blue one" means there's one mine one step away, a "green one" means two mines are one step away, and so on. Although that usually only shows up in boards with several mines.
Also if you select a 'flagged mine' it gets de-activated and discounted from the tally (that's different from minesweeper, now i see how that could be a source of confusion). So you don't need to manually clean the whole board to get a win. It actually does itself when the tally reaches zero and there's even a slight change in the smiley face. At any rate, imho if you figure out where the mines are, that's a win.
A couple things I noticed while playing
- I really wish I could have right-clicked to flag/unflag, but that could just be a personal preference.
- It took me longer that I'd like to admit to figure out how to close the difficulty select window. Didn't realize clicking the reset button outside of the window would close and apply the changes made inside the window.
- At first I would auto-click any cell as soon as I knew it was safe, and then I started going for minimum moves, hunting down the bombs in as few clicks as possible. Simply winning didn't seem too difficult because every cell gives you information on every bomb, but going for minimum clicks was a lot more satisfying since you have to think more deliberately and strategize how to uncover the cells.
Super fun game! Great job!
That's valuable feedback. I'll add a small flashing effect or animation to signal where to click to apply difficulty changes and that yes! going for a lower move count makes it funnier.
Some feedback I have:
- Love the graphics, it's so cute!
- This game could have had some sounds I feel. Maybe an option under the "start menu"?
- I kept clicking right mouse button for flagging, maybe that could have been an option?
- The color table was a bit confusing, However, I don't know how it could have been done otherwise. Maybe an hover effect with a tooltip telling how many? Or at least an in-game table with this information so I don't have to alt-tab to the page explaining it?
@wouter52 I'm for sure adding right-click and some in-game tooltip for the colors in a future update. And yeah, maybe the taskbar is a good place to put some extra info/controls.
Perfect.

ofc I knew about it, still you love to see it...
Maybe this rule would work better as a no-guess Minesweeper variant?
That said, just some casual thoughts on the variant — your game itself is really good.
That's exactly what you do in the game. You "probe" a quadrant and get the distance to the closes mine, flag it and then deactivate it.
Good luck getting your last rating to get to 20!
The "manhattan distance" got be once, because I was used to the minesweeper rules, my bad! I think your take is great and the balance is really good!
I missed an explosion noisy/grainy sound effect, though, but the amount of work for the time limit is incredible! Really good art, too!
Good job!
The game is missing 'first-click safety' and a few other QOLs (color clues not shown in-game..), so there's also that. The lack of fcs is quite unfortunate because, so long as your opening cell isn't of distance one, even high difficulty boards (30+) are solvable with no guesswork. I haven't suss out every possible starting combination, so maybe it isn't all of them, but most are playable.
Here's one difficulty 35 board I just solved with no guessing involved.

The most important difference with minesweeper is you can squeeze information by deactivating known mines.
I think having the super granular difficulty isn't great, because as a player I'm not going to know what to set it to (and the default of 2 is way too easy).
> but it was only half-working in my browser (working but also triggering the right-click menu) and couldn’t troubleshoot it on time.
You need to call `preventDefault` on the `contextmenu` event. Not sure how to do it in the game engine you're using but it would have been enough to add the following to the html file that it outputs:
```html
<script>document.body.oncontextmenu = (e) => e.preventDefault();</script>
```
Nice entry, i liked playing it !
Either way, I'll have to think it through, but there's probably no reason to not also have an option for instant deactivation.