Undoing Dragged-Crossed Cells In Puzzle Games A Logical Order Analysis And Discussion
Hey guys, let's dive into a quirky issue I've found while playing around with puzzle games – specifically, how the undo function works when you've dragged across cells to cross them out. It seems like the order in which these cells are uncrossed isn't quite what you'd expect, and I wanted to break it down and see what's going on.
Setup
To really get a clear picture, I'm using the Level Builder to demonstrate this, but keep in mind that this behavior pops up in every level I've tested. First up, I've placed three crossed cells by click-dragging across the grid:
This gives us a grid looking like this:
I've numbered these crossed cells 1, 2, and 3 to keep track of the order they were added. Now, the fun begins – I'm going to hit the "Undo" button three times in a row, without messing with the grid in between.
Expected Behavior: Reversing the Steps
Ideally, the undo function should work like a rewind button, right? You'd expect the cells to be uncrossed in the exact reverse order they were crossed: 3, then 2, then 1. Let's visualize what that should look like.
After one "Undo", cell 3 should be uncrossed:
After two "Undo" actions, cell 2 should follow suit:
And finally, after three "Undo" clicks, cell 1 should disappear, leaving us with a completely empty grid, just like when we started:
This logical, step-by-step reversal is what we'd naturally expect from an undo function in a puzzle game.
Current Behavior: A Confusing Twist
Okay, so here's where things get a little wonky. The current behavior isn't quite lining up with what we'd expect. Let's walk through the actual results.
After the first "Undo", things look good:
✅ Cell 3 is indeed uncrossed – so far, so good!
But after the second "Undo", things take a detour:
:x: Whoa, hold up! Instead of cell 2, cell 1 gets uncrossed. That's a bit of a surprise.
And after the third "Undo", we see:
:x: Now cell 2 vanishes. So, the order in which the cells are uncrossed is 3, 1, 2 – not the 3, 2, 1 we anticipated.
This unconventional behavior isn't just a one-off thing. It happens with any click-drag pattern that doesn't intersect itself, regardless of its length or direction. It seems like for a pattern with N crosses, the undo function removes them in the sequence N, N-1, N-2, ..., 1, 2. This is in contrast to the more intuitive order of N, N-1, N-2, ..., 2, 1 that most players would expect.
The Pattern and the Puzzle
Understanding the order in which actions are undone is crucial for a smooth and intuitive user experience in puzzle games. When players make a series of moves, they naturally expect the undo function to reverse those moves in the order they were made. This allows them to easily backtrack, experiment with different strategies, and correct mistakes without having to start from scratch.
In the case of dragging-crossed cells, the current behavior deviates from this expectation. Instead of uncrossing cells in the reverse order of their creation, the game uncrosses them in a slightly different sequence. This discrepancy can lead to confusion and frustration, as players may find themselves undoing actions they didn't intend to undo, or having to press the undo button multiple times to get the desired result.
For instance, imagine a player carefully crosses a series of cells to create a specific pattern, and then realizes they made a mistake in the middle of the sequence. With the expected undo behavior, they could simply press the undo button a few times to go back to the point where the mistake occurred, and then correct it. However, with the current behavior, they may have to undo several additional steps, or even start over completely, to fix the error.
This issue is particularly relevant in puzzle games that require precise and strategic cell manipulation. In such games, the undo function is not just a convenience feature, but an essential tool for players to learn, experiment, and master the game mechanics. When the undo function behaves in an unexpected way, it can disrupt the player's flow, hinder their progress, and ultimately diminish their enjoyment of the game.
Therefore, addressing this issue and ensuring that the undo function works in a logical and predictable manner is crucial for creating a positive and engaging player experience. By aligning the undo behavior with player expectations, developers can empower players to experiment, learn, and solve puzzles with greater confidence and efficiency.
Self-Intersecting Patterns: A Whole Other Level of Weird
Now, just to add another layer of complexity, self-intersecting patterns behave in an even more unpredictable way. I'm leaving it to the developers to dive into the depths of that issue, but here's a taste of the madness. Check out this pattern, traced in a single click-drag (starting at the circle):
The undoing sequence for this one is… well, let's just say it's an adventure. If you're into quirky puzzles, this might be your thing, but it definitely highlights the inconsistencies in the current undo logic.
Conclusion: A Call for Intuitive Undo
In summary, while the game is fantastic, this little quirk in the undo function for dragged-crossed cells can throw players for a loop. The expectation is that undo reverses actions in the order they were performed. The current behavior deviates from this, potentially leading to frustration and hindering the flow of gameplay.
By addressing this issue, developers can significantly enhance the user experience, making the game more intuitive and enjoyable for everyone. A logical undo function is not just a convenience; it's a crucial tool for learning, experimenting, and mastering puzzle games. Ensuring that the undo behavior aligns with player expectations will empower players to solve puzzles with greater confidence and efficiency, ultimately leading to a more engaging and rewarding gaming experience.
For non-self-intersecting patterns, the crosses are removed in the order N, N-1, N-2,... 1, 2, which is counterintuitive. The more natural expectation would be N, N-1, N-2,... 2, 1.
Self-intersecting patterns? They're a whole other can of worms, and the undoing sequence is best left as an exercise for the truly adventurous (or the developers!).
I hope this breakdown sheds some light on this issue. Let's aim for that smooth, intuitive undo experience that puzzle gamers crave! What do you guys think about this? Have you noticed similar behavior in other games? Let's chat in the comments!