Minesweeper 3D by LittleGamer
This is a Minesweeper in 3D.
One Minesweeper grid isn't enough ? Add some depths with several grids piled up !
Flag correctly all the mines to get a bonus ; time is taken in acount for scoring too so try to be fast !
Controls :
Left mouse click : reveal a tile (or explode if it was a mine).
Right mouse click : flag (X) or put a ? over tile.
WASD / ZQSD : move camera on the left or right, front or back (x / z axis).
Mouse wheel (scrolling) : move camera up or down (y axis).
Mouse wheel (maintained) : move camera angle.
EDIT :
*To play the HTML version, please go to the Itch page here : https://littlegamer.itch.io/minesweeper-3d-ld-57 * ~~Please, play in full screen if you are trying the web version.~~ Well actually both the full screen and the bad resolution offered on Itch botchers a bit the HUD, mainly the Game Over fade. So if you want to play in the original size, feel free to adjust your browser's window at the size of the red fade when you lose a round ! But apart from this, full-screen should be ok.
~~Just in case, the Itch page if I screwed integration here :~~ aaaaand I indeed screwed up, the HTML version I posted here earlier didn't work because my Index.html wasn't in the right place. See link just above
Made with Godot. Source code in download. Thanks for checking this page !
Ratings
| Overall | 259th | 2.979⭐ | 26🧑⚖️ |
| Fun | 211th | 3.04⭐ | 27🧑⚖️ |
| Innovation | 144th | 3.34⭐ | 27🧑⚖️ |
| Theme | 191th | 3.36⭐ | 27🧑⚖️ |
| Graphics | 269th | 2.74⭐ | 27🧑⚖️ |
| Audio | 229th | 2.435⭐ | 25🧑⚖️ |
| Given | 19🗳️ | 27🗨️ |
I really like idea for such a simple game to go in 3D space. It was quite challenging but the great execution made the game fun. I had only one issue, which was with the camera, maybe it was just me being stupid, but I wasn't able to move it much in the 3D space, I was basically just able to only zoom in and out and change an angle.
But overall really fun game! :)
@iluvatar this is definitely a camera problem, it was the first time I did a full 3D project (after a 2.5D one a year ago) so the cam is janky. I realized this too late in the compo too, but on big grids, the camera moves too slowly.
Thanks for having pushed through the bad cam.
And thanks for playing to all of you !
I originally thought to make the numbered tiles show the vertical mines too, but trying to represent it on paper already looked chaotic. I'll admit it would have been harder to code and that I decided to not bother more on it for this reason too tho.
Thanks for your feedback !
I think having a way to slot to more 3d revealing camera angles may help with the depth.
The background was _extremely_ nauseating to me though :( I had to stop playing after a few minutes.
Also nice cover image, reminds me of PS1 cases :)
- A couple times my first click was on a mine, which is a bit sad. I'm not sure how exactly the original minesweeper prevents this but pretty sure they stop it happening
- I couldn't find any way to hide the text after pressing the "show info" button
Camera was a bit janky, so I mostly kept it in the same place, but the Dwarf Fortress style layer toggle worked pretty well.
@argensis I originally wanted to let the player save their own camera angle in the left menu, but time was running out. Also, I tried adding more angles in the menu, but they were hard to scale with the different grids sizes (I'm not good at maths and geometry), so I scrapped the idea after an hours of struggle.
Sorry for the background, I must be immune to this kind of nausea because I felt the speed was slow enough, but many people testing it after release told me it was too much.
@benskca Some minesweepers game generate the (graphical) grid, let the player click, and generate the mines and empty tiles on this first click. Was my first minesweeper and thought of doing this to late to refactore the code correctly, so I told myself "the players will think that I didn't have time"... but it's not really an excuse.
The show info bug is strange. The close info button wasn't on screen ? Were you playing in browser ? It's probably a resolution problem. I'll make a test.
@coatline This is a good idea, I'll add this if I do a polished version ! Thought it'll be with arrows, since you can have more than 10 grids in height.
@butterflan Thanks for your kind comment !
@sudocoffee omg my game got compared to DF thank you so much, even if it's on a trivial detail this brigthen my day ! I actually thought of doing it in 2D with DF like layers for like, 10 minutes in the jam, but told myself it would be better to experiment 3D a bit with this idea.
The 3D does add difficulty here because I haven't written an algorithm that evenly places the mines between layers. Say you have a 10x10x10 grids with 100 mines ; while still unlikely, it's possible you have 9 grids with one or two mines and on grid with the 80+ mines.
Thanks everyone for your feedbacks !
I miss the ability to clear all cells around a number, and I think
the "auto-clear zero" might be a bit bugged (a few cells wouldn't auto-clear
despite neighboring a zero cell). Other than that, it's a solid game of
minesweeper.
I take note of the problems you mention.
There is actually a proper place for a link to your game in the game page here. For future reference.
Nice work!
Not sure you even need an actual 3d world, even just color coded layers would probably be fine.
Cool entry, nice work!
@pegasys each grid is basically its own minesweeper game, the interaction is only in the fact that you can click on tiles that don't have a tile just above themselves. This doesn't necessarily mean that you have to clean each grids because sometimes just clicking one tile of a grid frees enough space to have the tiles below clickables.
Schematic example : numbers are the differents floors, O are tiles you can click on, X are tiles you can't click on, _ are empty, freed tiles :
1 _ _ O
2 _ O X
3 O O X
4 X X X
Now let's say here that I click on the left tile on the 3rd floor, and that the three tiles are empty :
1 _ _ O
2 _ O X
3 _ _ _
4 O O O
Even if the 2nd floor right tile is unaccessible, you can still try to click on the 4th floor tiles now because the ones just above it have been freed.
It might be clear in game.
@fireslash I'm more and more thinking about digging a bit the idea because several people here said it could be a nice game.
The 3D choice was essentially because I'm not confortable with 3D, and want every jam I participate in to help me learn something. It was also a bit easier to visualize the full 3D grid in 3D than in a Dwarf Fortress stimulated 2D manner because it can be rotated in any angle. On big grids it can help to see some intricated or hidden parts and I felt it added to the fun to be able to watch your grid in full 3D (I didn't test this tho, I tried to imagine how the gameplay experience would go with both systems, and tried drawing a 2D version).
Thank you both for your feedback !