[HN Gopher] Show HN: I may have created a new type of puzzle
       ___________________________________________________________________
        
       Show HN: I may have created a new type of puzzle
        
       Author : drcode
       Score  : 1376 points
       Date   : 2022-09-18 04:37 UTC (18 hours ago)
        
 (HTM) web link (www.dogbunnypuzzle.com)
 (TXT) w3m dump (www.dogbunnypuzzle.com)
        
       | darkwater wrote:
       | Nice one, finished in about 20 minutes, I think it can be seen as
       | a variation of the classical (don't know the English name) "order
       | the numbers from 1 to 9, whith a blank space", with some extra
       | rules.
       | 
       | By the way, on Firefox/Android a bunny flew away to never return
       | when I was dragging it from the boat.
        
       | hacoo wrote:
       | This is a fun puzzle! Great job.
       | 
       | It took me a minute to figure out the rules, but I was able to
       | with some experimentation. I think the lack of explicit
       | instructions adds to the charm.
       | 
       | There's lots of other elements you could add to these puzzles to
       | spice them up, eg, wolves that try to eat the rabbits, or streets
       | which are blocked at a certain frequency by cars.
       | 
       | Some feedback: - needs a reset button! And maybe a sad-rabbit
       | 'you failed' notification if you get stuck. - it already looks
       | good, some cute animations would go a long way if you decide to
       | work on the presentation - you could make it a little more
       | obvious what moves are available when you pick up a dog/rabbit,
       | the shift from white to blue didn't always 'grab' my eye and
       | sometimes I didn't notice a move was available. Again, a simple
       | animation would help - overall I like the minimalism though, so I
       | don't think you need to go overboard with visual improvements :)
        
       | yakcyll wrote:
       | The labels as required preconditions take a moment to figure out,
       | but I found it satisfying to do so.
       | 
       | I'm a sucker for graph and topology puzzles, so this was very
       | enjoyable to me. I loved that you could clearly sense progress
       | mounting with each step.
       | 
       | The flashing lights at the end could use a bit of calming down
       | though.
       | 
       | Fantastic prototype, is what this smells like : p
        
         | nzealand wrote:
         | Very fun.
         | 
         | I also found it took a while to understand the rules, which I
         | enjoyed, but others may not.
         | 
         | You could add a restart button to encourage experimentation, or
         | flash preconditions red when blocking passage to communicate
         | rules more clearly, or start off with a simple puzzle that
         | illustrates one rule then allow people to level up to more
         | complex puzzles with additional rules.
         | 
         | Nice job.
        
       | nabakin wrote:
       | I'd change the word "Get" to "Move". I spent a minute trying to
       | figure out how this game worked but I think changing those Gets
       | to Moves would've helped
        
       | eps wrote:
       | Is this playable on iPads? No element appears to be actionable...
       | :(
        
         | Jtsummers wrote:
         | Yes. That's what I played it on. Javascript disabled?
        
           | eps wrote:
           | No, just stock Mobile Safari with a DNS ad-blocker. Nothing
           | exotic.
        
             | Jtsummers wrote:
             | So I finally pulled it up on my laptop, what's particularly
             | weird about that is that all the resources when loading the
             | page seem to be from the site, same domain. It's not
             | pulling in resources from another domain that may be
             | getting blocked.
        
         | avindroth wrote:
         | Same here. Thought the puzzle was obscure on purpose.
        
       | akrauss wrote:
       | When dog and rabbit are on the same node, it was somewhat hard
       | for me to pick the right one to move (on mobile Safari), but I
       | eventually managed. Very nice game.
        
         | WesleyJohnson wrote:
         | If the author is looking for ideas here, with minimal impact on
         | the existing design, I'd recommend putting the most-recently
         | dropped animal in the back to allow for cycling through which
         | one you pick up.
         | 
         | Another possibility is a "hover" state when when you mouseover
         | a node with 2 animals, they animate quickly into a side-by-side
         | orientation so you can easily pick which one you want to
         | interact with.
        
         | eequah9L wrote:
         | Did you manage to? I couldn't choose the other one. (I forgot
         | which one it was.) Even now on desktop it keeps picking up the
         | dog and can't choose the rabbit.
        
       | Insanity wrote:
       | That was very fun, would definitely play more as a casual game on
       | my phone while commuting or during other downtime activities:)
        
       | ericskiff wrote:
       | Well, I quite enjoyed that! Well done, and I agree that I haven't
       | really seen this type of puzzle before. It's similar to those
       | slide around number/picture puzzles. I did a bit of
       | experimentation and figured out that characters could overlap
       | places and then the rest was just figuring out how to get to
       | positions that I could move forward from (getting the dog up to
       | the top loop, etc)
       | 
       | Nicely done!
        
       | x49asvk wrote:
       | This was a fun timepass for me, i am happy to have figured oyt
       | and solved it in less than 4 minutes. Good job!
        
       | cheunste wrote:
       | I feel like I've seen this in a Professor Layton game before.
       | Just not laid out like this of course
        
       | closedloop129 wrote:
       | This is fun.
       | 
       | A minor issue: It would be nice if nodes could be skipped.
       | 
       | E.g. initially, the dog is on the tree and can move to the carrot
       | in two steps. It is required to make both steps and drop the dog
       | on the well. I would prefer if I could put the dog directly on
       | the carrot, or if I could put the dog on the carrot after
       | hovering the dog over the well.
        
         | brandnewaccount wrote:
         | I like having to drop the dog, it makes it easier to figure out
         | the rules initially without instruction. Also it forces more
         | explicit play, rather than just checking where you're allowed
         | to drop the dog. Obviously it's not very hard to figure out,
         | but I'm imagining kids might end up playing this--having them
         | drop the dog makes sure they understand the solution.
        
       | sheepdestroyer wrote:
       | It was fun
        
       | 1970-01-01 wrote:
       | I couldn't understand how everyone was able to understand the
       | puzzle and solve it without hints. Took me a few minutes to
       | realize this is an interactive, click-and-drag game. I don't need
       | any hints now. :)
        
       | jmkd wrote:
       | Ultra frustrating, impossible learning curve. Tried twice several
       | hours apart, no progress. Congratulations if that's what you
       | wanted.
        
       | caf wrote:
       | As I moved the last piece I was 75% expecting to be rickrolled.
        
         | drcode wrote:
         | I wish I had thought of that lol
        
       | londons_explore wrote:
       | When two of something are on the same tile, I think you need a
       | different image - or to add some kind of stacking visual or
       | something
        
       | nullc wrote:
       | It would be useful to design beginner levels so that there are no
       | states you can get into but not solve the puzzle from.
       | 
       | I believe it's easily possible to make puzzles where you can move
       | into a subgroup that doesn't include the solution. Where that's
       | possible you really want to solve the whole thing mentally before
       | moving any pieces.
       | 
       | This seems like a visualized version of the logic problems on the
       | LSAT (and used to be on the GRE?).
        
       | cols wrote:
       | Super fun game solved it in < 5 min. Would love to have more
       | levels!
       | 
       | You might consider updating the meta tag that handles the Open
       | Graph text preview image. Right now the text preview image of
       | your website on an iPhone is the React logo.
       | 
       | https://developer.apple.com/library/archive/technotes/tn2444...
        
       | JestUM wrote:
       | Once you get it, it's one of those games that give good vibes.
        
       | sabujp wrote:
       | If you're on mobile and you need to move a character to the left,
       | you will want to swipe to the left very slowly to avoid
       | triggering the gesture for moving back a page.
        
         | drcode wrote:
         | Yeah that's annoying, I'll have to see if the back gesture can
         | be disabled
        
       | krlx wrote:
       | Great work, it is very easy to understand but challenging enough
       | to be rewarding. A puzzle once a day with a timer or an action
       | counter to compare with your friend could be quite successful!
        
       | eXpl0it3r wrote:
       | Reminded me a bit of the game Baba Is You
        
       | whiterock wrote:
       | might be an off-beat opinion, but I think the rules are perfectly
       | clear as is. Took me around 5 minutes from first sighting.
        
       | imakeinternet wrote:
       | This was awesome. Loved it.
        
       | ahaproudowl wrote:
       | Great game, more levels and maybe a countdown for animals that
       | will eat other animals (and end the game) if they are left on the
       | same pad for too long.
        
         | 7thaccount wrote:
         | A timer would only be fun for me in order to compete with
         | friends. Not a distracting one that you can see while playing,
         | but a time at the end with the number of the puzzle (assuming
         | more get made) would be helpful for sharing.
        
         | Jverse wrote:
         | I disagree about the countdown. It wouldn't change the actual
         | puzzle and arguably wouldn't make the game more fun to play for
         | most people.
        
       | dpcan wrote:
       | I don't like how the thing I have to move covers up the things I
       | have to look at. Lost interest pretty quick because of this, but
       | it seems like it would be pretty easy to put the moving thing
       | next to the symbol or something.
        
         | UberFly wrote:
         | Same here. Found it more frustrating than fun for this reason.
        
       | scubakid wrote:
       | Do you think you might try to procedurally generate additional
       | levels? Or craft them by hand?
        
       | wez470 wrote:
       | Loved it. Great work :)
        
       | jimbob45 wrote:
       | Word of warning: iPhone Firefox dark mode renders the game
       | unplayable. Turn off dark mode to fix the issue.
        
       | unsafecast wrote:
       | I loved it. Could figure out the way it works with no
       | instructions fairly quickly. There was never a moment where I got
       | annoyed and wanted to put it down. It got me trying things all
       | the time and I was never stuck in one place thinking for long.
       | Yet, the solution wasn't something I just randomly found.
       | 
       | Congrats! This is really good.
        
       | RadiantJo wrote:
       | Intuitive and nice brain teaser. Should share it on some kid's
       | dedicated website. I bet they'll love it.
        
       | laserbeam wrote:
       | Quite nice. I enjoyed the distraction.
       | 
       | Unsure if it's a new "type" of puzzle. Virtually any game with
       | multiple characters, buttons and doors plays like this, and can
       | be reduced to a similar graph.
       | 
       | Despite that, I don't want to discourage you. Originality doesn't
       | matter that much. Keep making puzzles like these.
        
         | omeysalvi wrote:
         | I agree, the title is a little self aggrandizing. As a game
         | designer, I feel it disingenuous to claim it is a "new" kind of
         | puzzle. The person just made a puzzle by adding rules to a set
         | of constraints.
        
       | barbazoo wrote:
       | That was fun!!! Thank you!
        
       | Waterluvian wrote:
       | How do you generate levels or at least validate they're solvable?
        
       | tibbar wrote:
       | It's beautiful! Looks like the optimal solution is 26 steps:
       | https://github.com/polkerty/dog-bunny-puzzle-solver
        
         | wrbs wrote:
         | Got the same.
         | 
         | There are 200 ways of doing this (if you don't distinguish
         | between the 2 bunnies when they're on the same tile, 420 if you
         | do).
         | 
         | If you merge together moves involving the same animal there are
         | only 4 (with length 15).
         | 
         | https://gist.github.com/wrbs/5824e9b17c55b5ad3d8467f93e12ed8...
         | (svg graph of the 4)
        
         | [deleted]
        
         | aaron695 wrote:
         | Nice.
         | 
         | I tried to fuzz this rather than use an exhaustive search.
         | 
         | So random animals walk randomly.
         | 
         | It gets stuck. So I added if no animal moves after 100
         | attempts, restart.
         | 
         | But it seems to get stuck all the time. So it loops around
         | mostly and eventually falls to the stuck position.
         | 
         | I have to think about this, is the entropy such that you'll
         | never practically escape by randomly walking?
         | 
         | I feel like if I add more conditions it just becomes an
         | exhaustive search with billions+ of times the extra
         | calculations.
        
           | ajkjk wrote:
           | I think if you refuse to duplicate states you'll get the
           | solution pretty quickly.
        
       | aqw137 wrote:
       | Feedback: add restart button so I don't have to reload the page
       | when I get stuck.
       | 
       | Great game!!
        
       | [deleted]
        
       | kjkisielewicz wrote:
       | holy shit that was hard
        
       | [deleted]
        
       | benji-york wrote:
       | Suggestion: make the dog eat the rabbit if they occupy the same
       | space.
       | 
       | (I solved it without doing so because I assumed that was a
       | constraint.)
        
       | sposeray wrote:
        
       | bckr wrote:
       | Possible epilepsy warning on completion?
       | 
       | Great little puzzle, thanks for making this and sharing it.
        
       | bzxcvbn wrote:
       | Reminds me of baba is you.
        
       | kjkisielewicz wrote:
       | damn that was hard
        
       | delusional wrote:
       | It's basically a formal version of a classic sokoban game. I
       | really like it.
        
         | rmetzler wrote:
         | Sokoban was also the association I had.
        
       | padjo wrote:
       | Fun!
        
       | billforsternz wrote:
       | That was a lot of fun. Easy to figure out what the challenge was.
       | Then puzzling, challenging gameplay and a satisfying conclusion
       | in, I don't know, 15 minutes or so. Good work, well done, hope
       | you do well with this.
        
       | Stormwalker wrote:
       | This is not new type of puzzle, the most basic version of is
       | defined like this:
       | 
       | The man needs to cross the river with a wolf, goat and a cabbage.
       | Wolf would eat goat, goat would eat cabbage, boat has only room
       | for two.
       | 
       | Every kid in Russia knows that puzzle, although your
       | implementation is quite good.
        
       | kjkisielewicz wrote:
       | Damn that was hard.
        
       | StingyJelly wrote:
       | I love puzzles and flashing lights. Perfect!
       | 
       | Only counter-intuitive aspect I figured out only after finishing
       | the first play was that animals, even dog and bunny, can occupy
       | the same spot. But since it's possible to finish the game without
       | doing that (except the final move) it's kinda moot point.
        
       | Misterioso wrote:
       | 671098
        
       | MrTortoise wrote:
       | Great game
       | 
       | I agree i don't think i have seen constraint as a game quite like
       | this before
        
       | imglorp wrote:
       | This looks like a fun TLA+ exercise.
        
       | SkipperCat wrote:
       | What I really liked about this game was the lack of instructions.
       | It's like you get two games in one - figuring out how to play and
       | then figuring out how to win.
        
       | ada1981 wrote:
       | Doesn't work in safari or chrome on my iPhone.
        
         | dgfitz wrote:
         | I thought it was just me, glad you posted this.
        
       | ars wrote:
       | I tried it on two different browsers and it does exactly nothing.
       | 
       | It's just a diagram showing labels and lines? But nothing moves,
       | and I don't see any rabbits or dogs.
       | 
       | I checked developer tools, and there are no messages.
       | 
       | Not really sure what it's supposed to do.
        
       | lurquer wrote:
       | You can get into 'irreversible' states unless I'm mistaken. With
       | a bunny on house and a dog/bunny on sailboat, the game is stuck.
       | (Not a bug... maybe a feature... but you have to start over
       | unless I'm mistaken.)
        
       | smrq wrote:
       | When I was young, I had a book of mazes-with-rules[1]. This would
       | have fit right in! There were definitely mazes that involved
       | multiple entrants into the maze, and rules governing whether
       | edges were allowed to be taken.
       | 
       | Thanks for unlocking an ancient memory. I'll have to see if I can
       | track down my old copy of this book.
       | 
       | [1] https://www.logicmazes.com/super.html
        
       | rozgo wrote:
       | Good job!
        
       | JaceLightning wrote:
       | It doesn't work. Especially on mobile.
        
         | Smaug123 wrote:
         | This is one of the least useful bug reports I have ever seen.
         | You could at least have reported your browser and operating
         | system.
        
           | zeristor wrote:
           | That seems to be a standard bug report to me.
        
         | sharken wrote:
         | Must be a very rare browser, it works very well on Brave
         | (mobile).
         | 
         | Also, it is always more helpful to state the actual issue.
        
           | eCa wrote:
           | Safari on ios. I see no dogs or rabbits. I only realized that
           | it was supposed to be interactive by reading the comments
           | here.
           | 
           | Edit: Same in Chrome on ios for me.
        
             | sharken wrote:
             | Not sure what is going on, works fine on Safari (ios) here.
        
           | plank wrote:
           | Solved it on mobile, but no signal that game was finished. On
           | Firefox (android) here.
        
             | OJFord wrote:
             | Worked fine for me on FF on Android. With third-party
             | disabled uBO even.
        
         | shever73 wrote:
         | Worked fine in Ecosia on mobile
        
         | niemenmaa wrote:
         | Worked well on my Android`s Vanadium browser (chromium based).
        
       | gorgoiler wrote:
       | I love it. Fantastic.
       | 
       | Can you think of a way to re formulate the puzzle so that you can
       | express the rules without words?
       | 
       | Also, the dog / rabbit dynamic (as used in the classic
       | dog/duck/grain river crossing puzzle) made me think that I had to
       | chase the rabbits with dog, or that dogs and rabbits couldn't
       | share a node. Different animals might be better -- rabbit and
       | mouse, perhaps? Or even different coloured rabbits and different
       | coloured carrots?
       | 
       | The words thing though -- that's what you should work on next, I
       | think. Good puzzles like this are word-free in the puzzle itself
       | (Stephen's sausage roll, English country tune).
       | 
       | It would take this puzzle from great to excellent. Good luck.
       | More please!
        
         | benj111 wrote:
         | >Can you think of a way to re formulate the puzzle so that you
         | can express the rules without words?
         | 
         | I'm imagining Haskell with emojis now.
        
           | erk__ wrote:
           | Why imagine it? It is already possible :P
           | 
           | https://gist.github.com/Erk-/be3ef032d31734b6f835edd9a9685af.
           | ..
        
             | benj111 wrote:
             | And I thought I had a sick and twisted mind...
        
         | schoen wrote:
         | > Also, the dog / rabbit dynamic (as used in the classic
         | dog/duck/grain river crossing puzzle) made me think that I had
         | to chase the rabbits with dog, or that dogs and rabbits
         | couldn't share a node.
         | 
         | Yes, I assumed first that no two animals could share a node at
         | all until I was near the end (and saw that it would be
         | necessary), and I still assumed that rabbits and the dog
         | couldn't share a node ("the dog will eat the rabbit!") because
         | of the river crossing thing, until someone in this very comment
         | thread mentioned an unsolvable state that involved getting the
         | dog a rabbit on the same node.
        
           | 01100011 wrote:
           | > saw that it would be necessary
           | 
           | FYI It's not necessary to solve the puzzle.
           | 
           | Also it seems to have issues on FF/Linux because when I did
           | stack a dog and a rabbit I could only then select the dog.
        
             | marcushill wrote:
             | It is necessary to stack the rabbits on each other at the
             | carrot, no?
        
               | 01100011 wrote:
               | Oh haha, yeah I guess so then. Sorry, I missed that.
        
               | megapatch wrote:
               | It is common knowledge that rabbits stack rather
               | naturally.
        
               | benj111 wrote:
               | I did it without stacking until the very end. I wasn't
               | sure if you just needed to get 1 rabbit on the carrot, or
               | what.
        
       | NickC25 wrote:
       | Really enjoyed this. The lack of additional hints and
       | instructions made it much more enjoyable than if everything was
       | handed to me. More of this, please!
        
       | archon1410 wrote:
       | >site not found
       | 
       | looks like there's some problem with the hosting
        
       | MobileVet wrote:
       | "I wish this was daily" - my 7 yo son.
       | 
       | Nice work!!
       | 
       | Edited: typo, with -> wish
        
       | b4je7d7wb wrote:
       | That was fun to figure out
        
       | log101 wrote:
       | I love it!
        
       | max23_ wrote:
       | Nice puzzle!
       | 
       | It would be nice to show how many steps were taken to solve it.
        
       | [deleted]
        
       | zeckalpha wrote:
       | Reminds me of
       | https://en.m.wikipedia.org/wiki/Seven_Bridges_of_Konigsberg
        
       | neeldhara wrote:
       | Prompted by a question on Twitter: it turns out that the puzzle
       | is also NP-complete:
       | 
       | https://www.neeldhara.blog/posts/dogs-bunny-puzzle/
        
       | ugh123 wrote:
       | I wish I could see the icons that the rabbit and dog are standing
       | on
        
       | spicybright wrote:
       | That was very well made! Are there any more levels?
        
       | xani_ wrote:
       | Looks like a bit expanded goat, wolf, cabbage puzzle
        
       | etothepii wrote:
       | This seems a bit like an extended version towers of Hanoi.
        
       | leto_ii wrote:
       | My two cents:
       | 
       | 1. Like other people I found the UX a bit confusing (figuring out
       | that two animals can occupy the same spot, picking which one of
       | them to move etc.)
       | 
       | 2. This one seems hard for a first level, if it's addressed to a
       | general audience. Even figuring out that some edges are directed
       | is not obvious if you don't know about graphs in advance. You
       | should build a tutorial for non-HN people.
       | 
       | 3. Are there other levels?
       | 
       | 4. Lights are flashing way too fast at the end. A text message
       | would also be nice.
       | 
       | Otherwise a great job! Playable and fun once you get into it.
       | Would totally play again :D
        
       | ALittleLight wrote:
       | I love it. I suggest making it so the dog and rabbits can't
       | occupy the same space. I solved it this way afraid I would lose
       | if I let a dog dog on the same node as the rabbit (just seems
       | like they wouldn't get along). Then, I had to restart to see if
       | they would and was a little disappointed to find they did.
       | 
       | Do you have an automated solver or a way to procedurally generate
       | games? You could produce one a day and get the next wordle going.
        
       | yusungsim wrote:
       | Hi! I enjoyed the puzzle and I liked how puzzle itself explains
       | every rule within itself. :)
       | 
       | I wrote an automatic solver for the puzzle in Scala and open-
       | sourced in GitHub. : https://github.com/yusungsim/dogbunnysolver
       | Check it out!
        
         | 7thaccount wrote:
         | Cool. I see it is a solution that has the graph embedded in the
         | code though. Any chance you could build one to work off a
         | generic input model that describes the starting state of the
         | characters, nodes, connections, and connection rules? That way
         | you could run it every day without code tweeks.
        
       | 2OEH8eoCRo0 wrote:
       | Fun. Can't wait to see this in code interviews.
        
       | usgroup wrote:
       | Feels like calculating forcing chess moves. I.e forced mates are
       | conditional on where pieces can go and where the pieces actually
       | are.
        
       | ronty88 wrote:
       | Took 30 seconds to figure out what to do and then a minute to
       | solve it. This was really good. Like many have pointed out, it
       | takes a few seconds to figure out what is where and remember what
       | symbol is under the animal but if this was a quick prototype,
       | it's really good. Thanks for sharing it with us "Land of Lisp"
       | guy.
        
       | tlyleung wrote:
       | Nice puzzle! It would be nice to indicate whether the transition
       | with two conditions is an "or" or "and".
        
       | isthisthingon99 wrote:
       | Fun game, but after the seizure, do I not get another board???
        
       | cortic wrote:
       | Just a static image, no animals or anything to click on, tried on
       | Chrome 83 (no add-ons) and FF 88 (uBlock, disabled).
        
       | fardo wrote:
       | Older analogues exists, but not exactly in this form.
       | 
       | Two puzzles from Logical Adventure of the Zoombinis are very
       | close, though.
       | 
       | The first is Captain Cajun's ferryboat, which you can see at
       | https://youtu.be/_JlMcs_2xes. The constraint is that all
       | zoombinis you seat on the boat must share at least one trait with
       | at least one of their neighbors. It doesn't really impose spatial
       | dependencies of movement like your puzzle does though.
       | 
       | For one that does, but by taking on a cartesian grid, you can
       | look to Bubblewonder abyss https://youtu.be/vx1yFKVdq9o, which on
       | its hardest difficulty adds many, many rules to moving between
       | nodes based on traits, plus re-use toggles (so if a node is
       | visited twice, it goes two different places, "capture" triggers
       | of glowing colored particles that holds one Zoombini captive, and
       | a "release" button that lets it go.
        
       | [deleted]
        
       | richardw wrote:
       | Looks excellent!
       | 
       | Not sure if it's an issue on iPhone or my IQ, but I can't figure
       | out what the rules are. I highlight an animal but can't move it
       | on what seems a bidirectional edge (no nodes light up). But
       | sometimes can. I assume that should work always but it's not for
       | me.
       | 
       | Also initially assumed I had to keep them separate, but comments
       | here said no.
        
         | pajko wrote:
         | Seems like it's a bit buggy. Got a bunny stuck on a flower,
         | unable to move it. Moved the second bunny to the same place and
         | that made it unstuck.
        
           | 7thaccount wrote:
           | I'd guess that's just how the puzzle works.
        
       | shanleyenator wrote:
       | That was a fun puzzle. I like that it was intuitive and you could
       | figure out how to play without a stupid tutorial. Well done
        
       | cobzilla wrote:
       | I really like the whole concept and execution!
       | 
       | I like the lack of instructions, it makes it fun to explore the
       | rules. In fact, unique rules per game might be interesting to
       | discover.
       | 
       | The UI is perfect, keep it simple and focused on play. Though, I
       | agree with other comments that the final flashing lights should
       | be slower.
       | 
       | A move count and leader board for time to complete and fewest
       | moves to complete would make this social-ish.
       | 
       | Maybe hints for harder puzzles?
       | 
       | I could see this going a long way, so many variations to explore!
        
       | [deleted]
        
       | addajones wrote:
       | Loved your puzzle, it was really fun. It took me a bit but I was
       | able to solve it. :)
        
       | twayt wrote:
       | Game is stuck when rabbits and dog are on ship
        
         | rsstack wrote:
         | It isn't stuck, you lost :) Refresh the page to try again.
        
           | twayt wrote:
           | Something about "losing" a puzzle doesn't feel right.
        
             | rsstack wrote:
             | Same as putting the wrong letter in a crossword or making 6
             | wrong guesses in Wordle. Sometimes puzzles have to be
             | started from scratch.
        
       | CSMastermind wrote:
       | The "and" condition (must have someone on the flower and the
       | bone) confused me because I thought it was an OR condition. Took
       | me a few tries to realize what the constraints were.
       | 
       | I'd like to see these be autogenerated, that seems like a fun
       | problem to solve.
        
       | sixdimensional wrote:
       | This seems to be a kind of Petri net[1] almost.
       | 
       | [1] https://en.wikipedia.org/wiki/Petri_net
        
       | pengaru wrote:
       | That was a fun few minutes of my life I don't want back, great
       | puzzle concept built around dependency hell!
        
       | sp332 wrote:
       | I like the puzzle! Too much flashing at the end there, either
       | tone it down or put an epilepsy warning on it.
        
         | tempestn wrote:
         | I had the same thought. Just made me wonder, are there browser
         | extensions, or maybe even full OS overlays for people with
         | epilepsy that will automatically filter out any potentially
         | problematic flashing?
         | 
         | Edit: Unsurprisingly it appears I'm not the first to have
         | thought of this, at least:
         | https://tlo.mit.edu/technologies/making-screens-safe-those-p...
        
       | patrulek wrote:
       | I had to read comments to find out its interactive...
        
       | Temporary_31337 wrote:
       | Having programming background, especially grinding the fizz buzz
       | algos for fangs prep definitely helps with this puzzle.
        
       | lr4444lr wrote:
       | Very enjoyable and well done, but not "new". This effectively the
       | same as push maze, with non contiguous rule sets.
        
       | redanddead wrote:
       | This is HN and almost nobody is talking about how this was coded.
       | 
       | The snapping is great. The tweening is great. I guess this is
       | uses draggable? It could have gone wrong a thousand ways but its
       | a great success in terms of usability (I'm on mobile)
       | 
       | in terms of the puzzle itself I found it a bit confusing, but I'm
       | sure you'll figure it out. it takes real initiative to just code
       | a thing and try things out
        
         | drcode wrote:
         | Framer Motion
        
       | TrianguloY wrote:
       | On Firefox for android when you solve it (dog at the top, both
       | rabbits at the bottom left) nothing happens. Other than that it's
       | really nice!
        
         | hazzamanic wrote:
         | could be that you have dark reader extension enabled?
        
           | TrianguloY wrote:
           | Exactly. That's it. I suspected it later while reading other
           | comments, checked on chrome and they flashed as expected. Too
           | late to edit the post unfortunately.
        
         | eequah9L wrote:
         | Worked for me. All the fields flashed started and kept flashing
         | different colors.
        
       | soheil wrote:
       | Took me 4 minutes to solve it. A few issues:
       | 
       | - It's not clear that you can drag the characters.
       | 
       | - Tried to scroll and thought something was wrong when it wasn't
       | working.
       | 
       | - Looks like you can also drag the main map image at least on
       | Firefox which makes it slightly more confusing for those without
       | much experience with React or programming in general.
       | 
       | - The rabbits looked scared or sad I thought the puzzle had
       | something to do with that, it doesn't.
        
       | grzes wrote:
       | only one level? c'mon this is great!
        
       | nmg wrote:
       | Yes you did. One of these a day, please. I really like the hand-
       | drawn / doodled style.. it disarmed me, which was good because
       | solving this required me to be patient and to unwire my brain a
       | little
        
       | jonnycomputer wrote:
       | Inspired by resource allocation graphs?
        
       | JoeAltmaier wrote:
       | I was clueless and gave up.
        
       | TGRush wrote:
       | This should have a mild epilepsy warning.
        
       | nailer wrote:
       | I thought the dog would eat the bunny if they occupied the same
       | space (and that stopping the dog eating the bunny was the point).
        
       | 63 wrote:
       | Some neat concepts here. Aside from the mostly cosmetic qol
       | issues other commenters mention, I also wonder if the game will
       | get repetitive. It's hard to tell with only the one level but I
       | imagine there might be some recurring patterns that the player
       | will pick up on after playing for a bit
        
       | olibhel wrote:
       | Kudos on the puzzle; very easy to understand what needs to be
       | done/achieved to solve it.
       | 
       | You could change the page title from "React App" to something
       | more appropriate.
        
       | posed wrote:
       | Reminds of the game "We were here together", where you and your
       | partner have to be at certain position doing some coordinated
       | actions to solve the puzzle and advance to the next stage.
        
       | jeffrallen wrote:
       | I love it. Post more!
        
       | luvz2code wrote:
       | Really cool game and idea. Please build more.
        
       | seba_dos1 wrote:
       | Please make that blinking after winning less... epileptic.
        
       | shever73 wrote:
       | Very cool little game. More levels please!
        
         | drcode wrote:
         | Working on it
        
       | fruntonm wrote:
        
       | aerovistae wrote:
       | I have to say the fact that I was able to figure out how the
       | puzzle worked - what I was meant to do - with no instructions in
       | about 60 seconds is a good sign.
       | 
       | I'm also immediately kind of addicted to this....I really like
       | it.
       | 
       | The one thing that annoys me is that I can't see what a symbol is
       | if the dog/bunny is on it because it's covered up. It's hard to
       | remember when there's so many. Some transparency or slight design
       | adjustment would fix this easily.
        
         | somedude895 wrote:
         | I didn't understand the conditions at first. I think it would
         | be good to have visual feedback on what the issue is when
         | trying to make a forbidden move, e.g. trying to move through
         | "somebody at Carrot", the condition and the Carrot field should
         | be highlighted together.
        
           | lloeki wrote:
           | Having a knack for these, I found these "lack" of hints
           | (understanding goal, covered tiles, no precondition failed)
           | to be part of the game, and making deduction/memory work for
           | it. There was just enough for me to understand it.
           | 
           | Had these hints been there I'd have been bored rather
           | quickly.
        
             | galangalalgol wrote:
             | Only thing I didn't know at first was that I assumed
             | multiple conditions were or instead of and. Also, people
             | are talking about flashing lights? I get to the completion
             | criteria with the dog on the bone and the rabbits on the
             | carrot and the game doesn't end. I can keep playing, no
             | lights. Is there more?
        
               | threecoins wrote:
               | You need to have both rabbits on carrots
        
               | galangalalgol wrote:
               | Bah, was using darkreader, hurray flash lights!
        
               | bentcorner wrote:
               | It was not obvious to me until the very end that you can
               | have overlapping animals, my gut instinct is to treat
               | this similar to a "wolf/lamb/cabbage" kind of puzzle and
               | keep the dog and rabbits separate.
        
               | galangalalgol wrote:
               | There is only one carrot, they are both on it.
        
               | lloeki wrote:
               | > I assumed multiple conditions were or instead of and
               | 
               | Same, so I tried, and it was very obvious that it didn't
               | work, so, and. Discovering that was, to me, part of the
               | whole experience that makes it rewarding.
        
             | furyofantares wrote:
             | If you have a knack for them, you can probably just avoid
             | making illegal moves and not worry about it.
             | 
             | Reinforcing the rules of the puzzle when you try to violate
             | one is a good idea.
        
             | qwertox wrote:
             | I agree. It's similar to how Doom was initially whereas now
             | every game is filled with explanations.
        
               | hyperhopper wrote:
               | But there is a difference between a subtle hint and the
               | MegaMan/navi style "hey listen! Here are several
               | paragraphs to read"
               | 
               | Play through portal with developer commentary, that's a
               | masterpiece on how to use hints well without players even
               | realizing.
               | 
               | Things like how hallways are structured, where light is
               | shining, etc.
        
               | menesss wrote:
               | Wait, which MegaMan game has a verbose tutorial?
        
               | MattRix wrote:
               | That might be because most modern games are much more
               | complicated than Doom. It's also possible that modern
               | game designers don't want people to abandon the game
               | before having a chance to really get what the core of it
               | is about.
               | 
               | Don't get me wrong, there is still a place for games with
               | mystery and obscure mechanics etc, but it doesn't make
               | sense for most games to be like that. It's just an
               | unnecessary way to keep away players that would otherwise
               | love the game.
        
               | drdec wrote:
               | I think that it is also that there are more resources for
               | in-game help on modern hardware.
        
             | MattRix wrote:
             | There are games where figuring out what to do is the goal,
             | but this game has an good enough design that it really
             | doesn't have to be one of those. Many older games use that
             | kind of obscure design as a crutch to appear more
             | interesting and difficult than they really were.
        
         | Beltiras wrote:
         | I second the UX of clearer way of showing the icon the player
         | pieces are on. I don't know if transparency is the way to go.
         | Maybe the shape of the node can differ.
        
           | benj111 wrote:
           | Colour coding?
        
         | eequah9L wrote:
         | > The one thing that annoys me is that I can't see what a
         | symbol is
         | 
         | In a similar vein, when both dog and bunny are on one field, I
         | can't choose which one to pick up.
        
           | baq wrote:
           | If you're fast enough you can pick up one, drop somewhere and
           | pick up the other when the first one is animating back.
        
             | 83457 wrote:
             | This is the way. Moving also reveals the location they are
             | on, if obscured.
        
           | alexvoda wrote:
           | Didn't realize that was possible. I thought they were never
           | supposed to meet and solved as such.
        
         | 7thaccount wrote:
         | Took me about 2 minutes to figure out how to successfully move
         | and quite a few more to fully solve it. A lot of fun!
        
         | etrautmann wrote:
         | I love this - also had a hard time with remembering covered
         | icons. Perhaps a tiny offset of the dog/bunny, or even a size
         | difference would help.
        
         | dalbasal wrote:
         | Yes. I didn't get it. Hated it. Then got it. Completed it. Now
         | I love it. Sign of a good puzzle... though the
         | frustration/challenge balance is on a knife's edge with this
         | game.
         | 
         | Overall, yeah. It has the feel of a clever, loveable game...
         | how it comes together.
         | 
         | Great work. I love these postings. Very artistic.
        
         | quickthrower2 wrote:
         | I also like that you can make a few mistakes and still solve
         | it.
        
           | perihelions wrote:
           | Are there even any dead states?
        
             | quickthrower2 wrote:
             | Yes. From beginning: Dog right, dog right, dog up.
        
               | runxel wrote:
               | And you have to reload the page then...
               | 
               | Should have been a "back" button or smth!
        
             | starkd wrote:
             | Not sure what I am missing. But all the possible moves lead
             | to dead states.
             | 
             | That being said, not sure what the transition labels mean.
             | "Somebody at bone", "Somebody at carrot" or "nobody at
             | bone" means nothing to me. I suspect there's another game
             | that I don't know about that would provide the context.
        
               | tomerv wrote:
               | The path with that label is blocked unless the condition
               | is fulfilled. I don't think it relies on any prior
               | knowledge (at least nothing specific I can think of)
        
               | starkd wrote:
               | ahhh ok. It is a precondition. That helps!
        
               | Jtsummers wrote:
               | It's entirely self-contained. "Bone" is a node in the
               | graph, put either a bunny or dog on the bone and that
               | "somebody at bone" path will be enabled because its
               | condition will be enabled.
        
             | [deleted]
        
             | 7thaccount wrote:
             | Oh yeah, I had to reset once lol. It has to do with getting
             | a couple of characters stuck in the arrow trap without
             | being able to get someone on a tree to escape...I think
        
       | hamburglar wrote:
       | I Kobayashi Maru'd it by setting the animals' absolute positions
       | in css.
        
       | shimonabi wrote:
       | Maybe just give a hint that you have to DRAG the animals.
       | 
       | The symbols are very hard to make out when the animals are on
       | them. If this is intentional, then cover them entirely.
        
       | wodenokoto wrote:
       | That was fun. Where is the next level?
        
       | going_ham wrote:
       | This puzzle is so cool because it revolves around casual graphs
       | in classical planning problem! One can use heuristics based
       | search to come up with optimal solutions. I really like this
       | innovative approach to the design.
       | 
       | However, one edge from house to tree wasn't clear at first
       | because, I thought of it as logical or while it was about logical
       | and. Other than that, pretty awesome work!!
       | 
       | Edit:: Scrolling down the comments someone seems to already
       | implemented a graph search. That is pretty quick:
       | https://news.ycombinator.com/item?id=32885309
        
         | quantumfan1738 wrote:
         | I didn't have a problem with that edge.
        
         | jonnycomputer wrote:
         | Yeah the edge with two conditions was a little confusing;
         | 
         | (1) and
         | 
         | (2) or
         | 
         | (3) At bone to go up, at flower to go down [or the converse?]
         | 
         | Was able to figure it out through experimentation, but the
         | signage doesn't make it obvious.
        
           | convolvatron wrote:
           | some kind of visual gate or a schematic-toggle-switch kind of
           | thing would help
        
         | 7thaccount wrote:
         | I'd love to see the formulation for this problem written out in
         | proper form that can be fed to a solver like MiniZinc or CPLEX
         | or whatever type of solver can handle it.
        
           | 7thaccount wrote:
           | It looks like Hakan K (has a super cool website where he
           | solves all kinds of optimization problems for fun) was able
           | to solve it using the Picat language in a very small amount
           | of code with a solution (not sure if optimal):
           | 
           | http://hakank.org/picat/dogbunny_puzzle.pi
           | 
           | His website is a treasure trove for these kinds of problems
           | and worth studying.
        
             | hakank wrote:
             | The solution is 26 steps and that should be the optimal
             | solution.
        
               | 7thaccount wrote:
               | Awesome! Thanks for popping up and clarifying.
               | 
               | For those of us that are not experts, how is this sort of
               | problem generally classified? I've seen others on here
               | say classical planning, but I wasn't sure if that is
               | correct.
        
               | hakank wrote:
               | I would (also) say that this is a classic planning
               | problem. It's deterministic, observable, static, and
               | discrete.
        
               | 7thaccount wrote:
               | I appreciate the clarification here. It helps. Thanks!
        
       | 7thaccount wrote:
       | If this is by Conrad Barski (the Land of Lisp author), I wonder
       | if early versions were done in Lisp and translated to JavaScript
       | or whatever is needed for the web. Just curious how the
       | development went.
        
         | drcode wrote:
         | I have a puzzle generator in zig (tuned to be super fast at
         | brute force graph generation)
         | 
         | The front end is boring JavaScript, because I use react relay a
         | lot on other projects, which is not clojurescript compatible
        
           | neonate wrote:
           | What are the main things that cause a JS program to be
           | compatible (or not) with clojurescript?
        
         | mtlmtlmtlmtl wrote:
         | Maybe Clojurescript?
        
       | techzerd wrote:
       | Fun puzzle. Nice flashing lights as a reward
        
       | [deleted]
        
       | [deleted]
        
       | rumblings wrote:
       | interesting game
        
       | beoberha wrote:
       | Very nice! Really enjoyed figuring it out :)
        
       | eporomaa wrote:
       | I got all the rabbits and the dog to one node and then I could
       | not move anywhere.
        
       | chirau wrote:
       | I am completely lost. How do you play this?
        
         | schoen wrote:
         | Drag animals from one node onto another.
         | 
         | Some edges are one-way (marked with an arrow).
         | 
         | Some edges are only open when an animal is (or is not) on a
         | certain space, as indicated by the text on that edge.
         | 
         | More than one animal may share a node at the same time.
        
           | eps wrote:
           | I am on an iPad and there are no animals anywhere on the
           | screen.
        
           | Kaibeezy wrote:
           | Surely figuring out the rules for oneself is an essential
           | part of the puzzle?
        
       | soared wrote:
       | This feels very very similar to learning how to complete sliding
       | puzzles for the first time! Recreating that feeling of moving
       | around pieces to eventually understand the logic is great!
       | 
       | Also feels similar to the problem of getting a fox, a chicken,
       | and a sack of grain across a bridge.
        
       | quadcore wrote:
       | I liked the fact it didnt count steps and has no score. More
       | casual that way.
       | 
       | Idea: rabbit grab an object (e.g. a key) and needs it to reach a
       | cell.
        
         | mmastrac wrote:
         | That feels very
         | https://en.wikipedia.org/wiki/Adventure_(1980_video_game) like
        
       | twayt wrote:
       | Doesn't work on mobile was confused at first
        
       | serf wrote:
       | I figured it was conrad barski the moment i saw the art. I like
       | that style.
        
       | maneesh wrote:
       | This was so fun!
       | 
       | Make one new puzzle a day like Wordle and I'll get addicted for
       | sure :)
        
       | gpderetta wrote:
       | Very nice. But is there only one kevel or I just haven't figured
       | out how to move to the next after completing it?
        
         | 7thaccount wrote:
         | I'm assuming the author just made the one level. Iirc Conrad
         | Barski is a medical doctor that made the famous Land of Lisp
         | book for teaching Lisp programming. A pretty creative person. I
         | assume the fun for them was in creating this and getting
         | feedback and not necessarily coming up with 50 levels.
        
       | MrTortoise wrote:
       | my 10yo and my 8yo loved this
        
       | jesse__ wrote:
       | Loved this! I don't have any feedback that hasn't already been
       | mentioned, but I would like to chime in that I'd definitely play
       | more levels if you build them!!
        
       | raldi wrote:
       | My daughter is indignant about your inconsistent use of rabbit vs
       | bunny.
        
       | zacharycohn wrote:
       | I'd love to see a "this is how many moves it took you" score when
       | you win.
        
       | jansan wrote:
       | Another small improvement: It says "React App" in the tab, which
       | should probably be "Dogs and Bunnys" or similar.
        
       | pacifika wrote:
       | It's good and I enjoyed it a lot! the mental problem solving is
       | similar to https://trainyard.ca/ so I don't think it's a new type
       | of puzzle but a new variant on the unlocking gating puzzle.
       | 
       | Or maybe even sokoban
        
       | abrax3141 wrote:
       | Fun implementation. It's isomorphic to a wide range of problems
       | that have been used for centuries that are all isomorphic to
       | constrained state search. The fact that the graph is explicit
       | here makes the problem way easier. (One you may be familiar with
       | that seems very similar is the parking problem where by sliding
       | around the cars they (un)block one another. None of this is to
       | take away from the fun setting and implementation. Just that it's
       | not a new type of problem, although it seems to be a fun new
       | instance of a common type of problem.
        
         | swyx wrote:
         | is there a branch of mathematics that formally models this
         | isomorphic forms of this stuff? topology? or just plain old
         | graph theory
        
         | jacobolus wrote:
         | The graph drawn here is different from the graph of states: the
         | latter has the cube of the number of these graph nodes, and
         | several edges per node, and would be difficult to draw clearly
         | on a flat paper.
        
           | abrax3141 wrote:
           | The state I'm referring to is is the whole puzzle state. It's
           | a confusing term in this case.
        
             | jacobolus wrote:
             | Yes, and as I said, the number of puzzle states is the
             | number of nodes in the pictured graph, cubed. There is some
             | relation between the two graphs, but they aren't the same,
             | and the pictured graph doesn't necessarily show too clearly
             | how to navigate around between different regions of the
             | graph of game states.
        
         | [deleted]
        
         | MattRix wrote:
         | I would argue that the visual presentation and interface is a
         | big part of what makes a puzzle, and changes how it is
         | perceived, and therefore it is a new type of puzzle.
        
           | abrax3141 wrote:
           | Fair enough. Depends how you arrange your ontology. But then
           | anything is a new type of problem, so the claim becomes
           | meaningless.
        
             | ptato wrote:
             | When you're solving the sliding cars puzzle as a person
             | you're not thinking of graphs. The experience of solving
             | OP's puzzle is entirely different from the one you mention.
             | In theory you could stop, write down the underlying graph
             | representation and solve it that way I suppose. Does anyone
             | do that though?
        
               | abrax3141 wrote:
               | You're correct. (As I mentioned, having the explicit
               | graph makes it easier, and as another person mentioned,
               | this makes it an essentially different problem.) I wasn't
               | meaning to say that it's identical. Just the closest
               | thing I could think of offhand. When I was in grad school
               | working on problem solving we used to make up new
               | problems every day. Every little change changes the
               | problem's affordances, but if you define a problem type
               | by the method of solution, all of this class are
               | isomorphic (along that dimension). Again, none of this is
               | to take away from the fun design of this problem.
        
               | abrax3141 wrote:
               | Code Master is another that, again isn't identical to
               | this OP's, but has the explicit constrained ATN.
               | https://www.codewizardshq.com/coding-games-for-kids/
        
             | barrkel wrote:
             | I think your ontology encompasses too much to be useful in
             | classifying games. All single player games without a random
             | element can be modeled as graph search problems with
             | varying degrees of cycles permitted.
        
               | abrax3141 wrote:
               | Although I agree (mostly- there may be some further
               | structure in my ontology, but not worth arguing about-
               | I'll buy your characterization), I think that this is
               | exactly what makes it useful.
        
               | dalbasal wrote:
               | Woah! Woah! Easy now. We don't need lumpers and splitters
               | shedding blood here.
               | 
               | d
        
               | abrax3141 wrote:
               | But are we really lumpers and splitters? And is it blood
               | or plasma? And are we actually shedding it? And who are
               | we anyway?
        
       | drcode wrote:
       | (author here)
       | 
       | Great feedback! Yes, I am the "Land of Lisp" guy
       | 
       | Sorry about the potential epilepsy trigger- that was the fastest
       | way I could think of to code a quick "reward effect", I will do
       | something different in the next version. I didn't really expect
       | anyone to care enough to solve the puzzle lol.
       | 
       | Now that I know people like the puzzle, I will build out the
       | website and post regular puzzles, follow my Twitter @lisperati
       | for updates.
        
         | max_ wrote:
         | Where you inspired by Alcuin numbers[0]?
         | 
         | [0]: https://www.youtube.com/watch?v=ZCVAGb1ee8A
        
         | jeppebemad wrote:
         | Fun! Though I managed to break the game by placing all on the
         | boat :)
        
           | lake_vincent wrote:
           | _Don 't rock the boat, baby! Don't tip the boat over!_
        
           | hyperhopper wrote:
           | Break? That's just a failure condition as per rules, working
           | as intended
        
             | aerovistae wrote:
             | Just needs a reset button then. Having to refresh the page
             | is a bit silly.
        
         | Shounak wrote:
         | Another quick reward effect you could do to avoid flashing
         | colors is to make the animals jump up and down, as if they're
         | happy to get their food
        
           | soheil wrote:
           | I liked the insanely rapidly flashing colors.
        
             | marcodiego wrote:
             | Rapidly flashing colors may be dangerous for people with
             | epilepsy.
        
         | layer8 wrote:
         | Just FYI, the page doesn't work on iPad/iOS 14.x Safari, no
         | animals to be seen, just the static graph.
        
           | linux2647 wrote:
           | Works fine on an iPhone
        
           | Wistar wrote:
           | Works on my iPad Air 2 on iOS 15.6.1 and Chrome.
        
         | thanatos519 wrote:
         | That was fun but I didn't see any reward effect at all.
        
           | mimimi31 wrote:
           | I didn't see one either until I turned off my dark mode
           | browser extension. If you also use an extension that modifies
           | stylesheets, you might want to try disabling it for this
           | site.
        
           | mikehotel wrote:
           | Did you get both rabbits to the carrot?
        
         | httpete wrote:
         | There is a tiny bug, when you release and click fast you can
         | drop anywhere.
        
         | zhenyakovalyov wrote:
         | thank you!
        
         | disantlor wrote:
         | I thought there was no solution because I thought the arrow
         | pointing on the line from the flower meant you could only go
         | that direction from the flower, but the solution relies on
         | someone behind able to move backwards from the flower.
         | 
         | Granted there is the blue feedback if you are on the flower,
         | but it's confusing when you are trying to plan ahead.
         | 
         | edit: Fun puzzle though!
        
           | SamBam wrote:
           | Funnily enough I understood all the rules, but _still_ was
           | mentally blocked for a while because I just didn 't even
           | consider moving back from the flower as a possibility. I
           | guess there was something about that arrow that was very
           | enticing.
        
           | Operyl wrote:
           | Oh. I solved it by following the arrows, didn't know I could
           | go the other way.
        
             | nuancebydefault wrote:
             | I followed the arrows too. Took me 15 mins or so to solve.
             | I think the former comment meant that he thought that once
             | you are on a node that is in front of an arrow, you have to
             | follow that arrow, but that is not its meaning obviously.
        
         | deltasquared wrote:
         | Thanks for your wonderful books. You have been an inspiration.
        
         | anu7df wrote:
         | Thank you.. As fun as it was to solve the simple puzzle,
         | nothing will replace the joy I felt when I showed it to my 8
         | year old daughter to see her solve it in 2 minutes flat with no
         | instruction at all. Thank you for making it possible. I had to
         | ask her to persist for a bit as she didn't exactly see what had
         | to be done. She knew what had to be done once she accidentally
         | swiped and saw to rabbit get dragged along. May be an animation
         | showing what is possible will help here.
        
           | hluska wrote:
           | I'm 45 years old and have been staring at it for a very long
           | time without a clue. First off, you've raised a wonderful 8
           | year old and deserve congratulations.
           | 
           | Second, is she available for lessons?? :)
        
             | impoppy wrote:
        
             | adv0r wrote:
             | 36 y/o, same here
        
               | runnerup wrote:
               | 34 year old, probably took me 8 minutes
        
           | stormdennis wrote:
           | She's a genius[1]. Took me an age to figure out what the
           | rules were and then a fair while to actually get it done.
           | 
           | [1]Well compared to me anyway
        
             | anu7df wrote:
             | Haha. Thanks for saying that internet stranger! Compared to
             | me as well. It took me quite a bit longer to solve it too,
             | even after i figured the rules.. so I guess kids are just
             | good at adapting to the pretend-laws-world-problem-
             | solving..
        
             | baq wrote:
             | Actually, that's how children learn best: by breaking
             | shit^W^Wperturbing the environment and observing changes.
             | 
             | This instance of the puzzle is also easy enough to actually
             | solve this way. Wouldn't work nearly as well with 25 nodes,
             | 5 rabbits and 3 dogs...
        
             | soheil wrote:
             | Availability bias, keep in mind for kids her age cartoon
             | animals and games like this are their full time job.
        
             | ISL wrote:
             | I inferred rules that turned out not to be true:
             | 
             | 1) I thought that, obviously, rabbits and dogs couldn't
             | occupy the same space, lest the dog attack the rabbit,
             | causing a lose-condition
             | 
             | 2) I assumed that only one animal could occupy a node.
             | 
             | The game, until the last move, is winnable with those extra
             | rules.
        
               | fsckboy wrote:
               | > _I thought that, obviously, rabbits and dogs couldn 't
               | occupy the same space_
               | 
               | farmer, fox, chicken, and grain, and only three of them
               | can fit in the rowboat
               | 
               | foxes eat chickens and chickens eat grain would be a nice
               | type of constraint OP could add to the puzzles
        
               | gcanyon wrote:
               | I didn't necessarily think of those as _rules_ , but I
               | nevertheless solved the puzzle (until the end) without
               | contradicting them. I only noticed maybe halfway to the
               | solution that there is only one carrot, so obviously the
               | rabbits have to pile up to solve it.
        
               | SamBam wrote:
               | Rabbit and dog never need to occupy the same space.
               | 
               | But yes, I never thought about rule 2 until I got the dog
               | and one rabbit in place and hadn't won.
        
           | kotenshu wrote:
           | Your daughter is awesome.
        
           | UmbertoNoEco wrote:
        
           | SamPatt wrote:
           | My 9 year old got it in about 3 minutes, but only after I
           | told him to slow down and read everything on the page.
           | 
           | He started with furious swiping right off the bat. I started
           | by reading everything and thinking through moves in my head
           | without even trying to swipe.
           | 
           | I think we ended up solving it in about the same amount of
           | time. Interesting that the rapid iteration method and the
           | measured thoughtful method yielded similar results.
        
             | jrumbut wrote:
             | I'm surprised you could infer what was possible just by
             | looking at it. For me, the hints at how the rules worked
             | weren't sufficient. I think lighting up the signs if the
             | conditions are met and perhaps having something on the free
             | move edges to make it clear they can be moved on freely
             | would be super helpful.
             | 
             | I effectively solved the question of "wtf is this?" and the
             | puzzle at the same time.
             | 
             | But after that I really wanted to play again!
        
               | SamPatt wrote:
               | I thought it was an image at first, and was trying to
               | mentally move the pieces on the board. After the state
               | got too complicated I happened to tap on one of the
               | pieces and realized it was interactive.
               | 
               | I've played kinda similar things before, such as Baba is
               | You.
               | 
               | Yeah I'd love to see more of these. Now I wanna make one
               | myself.
        
         | rendall wrote:
         | That was fun. GG!
        
         | analog31 wrote:
         | It didn't work for me on my computer, but I grasped the concept
         | well enough to see that it would be quite enjoyable. Since the
         | purpose of the MVP is to get people interested, I call it a
         | success.
        
       | saberience wrote:
       | Too confusing to understand what to do here.
        
         | sergiotapia wrote:
         | Basically click and drag the animals. The "paths" have
         | conditionals that must be met by having any animal on the
         | symbol to "unlock" the road.
        
       | raydiatian wrote:
       | Sweet excited for the abstract nightmares tonight where I'm
       | asking myself about the deeper intrinsic connection between
       | rabbits and trees and dogs and how it's all a DAG and what do
       | DAGs and dogs have in common besides three letters with a vowel
       | in between
       | 
       | Really stoked
        
       | xtiansimon wrote:
       | Reminds me a little of Game About Squares
       | http://gameaboutsquares.com/
        
       | simultsop wrote:
       | Since he could use lights, giving accessible paths green
       | highlight and red to the opposite, would save players some time
       | and become intuitive, or destinations bg become red/green, had
       | fun
        
       | mudrockbestgirl wrote:
       | I'm convinced there is only one way to solve this: Write a
       | program to unroll the constrained state transition diagram into
       | an unconditional state transition diagram and find the shortest
       | path. The unrolled version would still be pretty small so you can
       | just iterate over it.
        
         | marcodiego wrote:
         | This can be easily solved by a class of algorithms called
         | "search algorithms". Most famous ones are "Breadth-first
         | search" and "Depth-first search". They have many variations
         | like "Depth limited depth-first search" and "Iterative
         | deepening depth-first search". If you include heuristics, then
         | you have other variations like "A _" and  "Iterative deepening
         | A_". These are pretty well known and relatively easy to
         | implement.
        
           | jaredsohn wrote:
           | Hacker news change the star into italics. The variations are
           | called 'A*' and 'iterative deepening A*' (Need a backslach
           | prior to the star to show it properly)
        
         | fwip wrote:
         | It was easy to solve in like, 2 minutes.
        
         | sooyoo wrote:
        
         | sterlind wrote:
         | In other words, BFS over the state space of the puzzle,
         | skipping previously-visited states?
         | 
         | You don't actually gain anything by unrolling everything ahead
         | of time; it'd actually be worse because you'd store all the
         | memory and wouldn't stop when you get to the solution. And you
         | can't really factor the state space into subproblems.
         | 
         | Anyway, for this puzzle BFS would work, but classical planning
         | in general gets astronomically exponential fast. It's a
         | neglected field, not yet thawed from the last AI winter.
        
         | tgv wrote:
         | You'd have to do that for VxVxV, because there are three
         | different objects (although there's some symmetry). Solving a
         | puzzle is often described as path finding.
        
           | mudrockbestgirl wrote:
           | The vast majority of states is not reachable, so you can roll
           | out the full tree from the starting state and it's going to
           | be very small. Even the super-naive approach of unrolling the
           | full state space is only 6^7 which is a big waste because
           | connections are very sparse but even that's not big, it just
           | wouldn't scale to larger problems.
        
       | lxe wrote:
       | This was great.
        
       | pfoof wrote:
       | I really enjoyed it, took me time to realize that I can put two
       | pawns at one place.
       | 
       | Maybe some mobile release soon?
        
       | socialismisok wrote:
       | I thought I had to keep the dog and rabbits separate, which
       | really stumped me for a bit.
       | 
       | It would be neat if the conditional statements emphasized and
       | deemphasized based on whether their condition was currently met.
        
         | Yajirobe wrote:
         | How do I interact with the website? It's just a static image
         | for me
        
           | elrobinto wrote:
           | On mobile Firefox for me after a while I worked out it was
           | drag and drop on the characters
        
           | mathieuh wrote:
           | I'm on iPhone but it's just tap-and-drag for me
        
         | [deleted]
        
         | taberiand wrote:
         | I made the same assumption and didn't even try putting the dog
         | and rabbits together, but I completed the puzzle (at least I'm
         | pretty sure I didn't overlap them, there was a lot of back and
         | forth)
        
           | kxjabzjej wrote:
           | I find it amusing that this is driven by the particular
           | visualisations of the characters. I.e. if it were a chicken
           | and a rabbit would you have also made this assumption?
        
             | krallja wrote:
             | I didn't even realize two animals could be on the same node
             | _at all_ until I needed to get both rabbits to the carrot.
        
             | justsomehnguy wrote:
             | For me it's a variant of a classical "move a wolf, goat and
             | cabbage across the river", where you can't have some of
             | them on the boat together, because it would be eaten.
        
         | LeoPanthera wrote:
         | I did keep them separate, but still solved it.
        
       | Buttons840 wrote:
       | Feedback:
       | 
       | 1. It was good enough that I finished. This is success! Good job!
       | 
       | 2. It took me too long to realize characters could occupy the
       | same space, and the game doesn't draw characters occupying the
       | same space very well.
       | 
       | 3. The flashing lights at the end are too fast, slow them way
       | down and it will still look good. You'll probably only have to
       | change a number in your code.
        
         | rexf wrote:
         | Yeah, this was fun to solve.
         | 
         | Re: 2, it seems intentional when two occupy the same space, 1
         | of them gets priority and has to be moved first? Ideally, you
         | could pick which 1 of the 2 you could move, but removing this
         | choice makes the puzzle harder.
         | 
         | Re: 3, I don't like the flashing lights/colors at all. Putting
         | a "You win" or "Congrats" <div> somewhere prominent on the page
         | is probably enough. Flashing colors is very painful on the
         | eyes.
        
           | 83457 wrote:
           | The return to location animation helps here. Drag one animal
           | and the one underneath is available to drag. Probably not
           | very accessible but actually a fun, possibly unintentional,
           | mechanic. Can also drag to see location icon underneath.
        
           | txtsd wrote:
           | If you try pulling from different directions, you can pull
           | the one that you feel is lower.
        
           | redanddead wrote:
           | maybe OP could hire an animator to make a 3 second loop of a
           | happy rabbit eating a carrot and a dog chewing on a bone,
           | anything other than the flashing lights
        
           | arketyp wrote:
           | I like the flashing colors. It reflects the cathartic pain in
           | reaching a goal and it encourages the impulse to move on.
        
         | jacobolus wrote:
         | I found this particular puzzle pretty easy, but I have a lot of
         | experience with puzzles (recently because my kid likes them).
         | 
         | If you want to train novices up to solve very difficult puzzles
         | of this style (or whatever style), start with very simple
         | puzzles and build your way up in a sequence of steadily
         | increasing difficulty, introducing only about one new trick at
         | a time.
        
           | kotenshu wrote:
           | I disagree with this completely. The level of difficulty is
           | just enough to get the brain properly churning with a
           | manageable level of frustration without being completely
           | impossible.
        
             | jacobolus wrote:
             | You didn't disagree with anything I said...
             | 
             | I never said this isn't a fun tricky-but-not-too-tricky
             | one-off puzzle for out-of-practice adult puzzle solvers.
             | (It has one key trick that someone who doesn't do very many
             | puzzles might take a while to figure out.) I only said it
             | was pretty easy for me personally.
             | 
             | I further claimed that if you want to train complete
             | novices (I am thinking of my 6 year old here, or his less
             | experienced 6-year-old friends) to solve very hard variants
             | of this puzzle, you should start with easy puzzles and
             | introduce one new trick at a time. If your goal is not to
             | train novices to solve hard puzzles, then feel free to
             | disregard this advice.
             | 
             | There are some fun harder tricks that you can throw into
             | this genre of puzzle (not included in this particular
             | example) that if you tried presenting to my 6 year old
             | would completely stump him. But after working his way up
             | methodically he could be taught to notice and solve them.
        
           | zeven7 wrote:
           | I'm curious, are there any particular tricks you used for
           | this puzzle? I basically just used reasoning and trial and
           | error, but wonder what methods may have helped me solve it
           | quicker.
        
             | jacobolus wrote:
             | It's helpful to me to "chunk" puzzles into specific sub-
             | objectives. I split this one conceptually into a "top area"
             | (house, bone, boat) and a "bottom area" (tree, flower,
             | well, carrot).
             | 
             | The tricky part of this puzzle is getting the rabbits down
             | from house to tree. In order to move anyone from the top
             | area to bottom area, you need to have someone in the bottom
             | area shuffling back and forth, and also someone else in the
             | top area.
             | 
             | Specifically, you need to get one rabbit to the bone (dog
             | must be at carrot) then move the dog back to the flower so
             | the other rabbit can go down to the tree. Once one rabbit
             | is in the bottom area the dog can move to the top area to
             | help get the other rabbit down.
             | 
             | Took me about 2 minutes to figure out what to do, and then
             | another few minutes of dragging stuff around to execute.
             | But again, I have been doing a lot of puzzles with my kid
             | recently, so this kind of thing is top of mind.
        
         | txtsd wrote:
         | My epileptic partner could not handle the flashing colors
        
         | defrost wrote:
         | >> It took me too long to realize characters could occupy the
         | same space
         | 
         | I solved it in under 15 minutes or so (multitasling and I
         | didn't time myself) .. and at no point did I even attempt to
         | have two characters on the same space or pass through each
         | other .. other than the final goal of two bunnies on the
         | carrot.
         | 
         | Clearly:
         | 
         | * I'm to dumb to have tried !!
         | 
         | * It can be solved with with a "only ever one character on an
         | intermediate non goal tile" .. although that is probably a
         | slighty longer fiddlyier way of doing things.
        
           | Buttons840 wrote:
           | I was the same. I only realized they could occupy the same
           | space at the end. It was kind of a fun realization, so the
           | author might keep it that way. Although maybe use an easier
           | puzzle to teach people this fact about the game.
        
       | quickthrower2 wrote:
       | 2. Make a daily one with a countdown to tomorrows one.
       | 
       | 3. Profit.
        
         | benj111 wrote:
         | I've never come across 2 indexing. Is it meant to avoid off by
         | one errors? Pointer arithmetic might be interesting though.
        
           | rmetzler wrote:
           | 1 is already done, isn't it?
        
             | benj111 wrote:
             | I don't know, it hasn't being listed, neither has 0.
        
               | peterkelly wrote:
               | 0. Be Conrad Barski
               | 
               | 1. Create http://www.dogbunnypuzzle.com/ and post to HN
        
               | drcode wrote:
               | Lol
        
               | benj111 wrote:
               | Surely it should properly be:
               | 
               | -1. be Conrad Barski 0. Create
               | http://www.dogbunnypuzzle.com/ 1. post to HN
        
       | j-pb wrote:
       | Petri nets: the game
       | 
       | Nice one!
        
       | fferen wrote:
       | 1. The animal icons didn't show up for me until I refreshed the
       | page a few times. (Edge, Windows 10)
       | 
       | 2. Would help to say "Somebody at bone AND Somebody at flower". I
       | first interpreted it as OR and thought it was broken when it
       | wouldn't let me move.
        
       | foobarbecue wrote:
       | Fun! UI complaint: the animals block the objects so you can't
       | easily see what they're on, which is annoying. Maybe shrink the
       | animals a bit more, use a 3d effect, or add an option to make
       | them partially transparent. Or just make them sit next to the obj
       | instead of actually on top.
       | 
       | Edit: also, I expected OR rather than AND on the double
       | constraint
        
       | whycombinetor wrote:
       | I found a state with no legal moves within my first handful of
       | moves - everything on sailboat is irrecoverable. Cool game!
        
       | marcodiego wrote:
       | Interesting puzzle. I teach search algorithms, so it was somewhat
       | quick for me to solve. We now need a way "randomly" generate the
       | initial state.
        
       | nxpnsv wrote:
       | I enjoyed it :D
        
       | neximo64 wrote:
       | It's got too many rules for a puzzle imo. It does take an overly
       | long time to figure out how it works.
        
         | bastijn wrote:
         | Took me less than 60 seconds. I'd say it's a perfect little
         | puzzle. Next one you encounter you know the rules.
         | 
         | I'd argue 2048 is harder to learn and that was a popular game.
        
           | neximo64 wrote:
           | I actually thought 60 seconds was a bit too long. An easy to
           | understand puzzle is probably more intuitive and < 15-20 secs
           | from start/enough not to notice it took time.
        
             | tgv wrote:
             | It's a puzzle for people with a CS degree. You need to
             | recognize state transitions and conditions. Other people
             | will take much longer.
        
       | pbronez wrote:
       | Fun! Would enjoy more of this. Thoughts:
       | 
       | - good difficulty level. Needed to do a lot of doubling back to
       | solve it.
       | 
       | - Rules we're easy to figure out for the most part. It would help
       | to add more visual cues about (dis)allowed paths. Ie, given the
       | node occupancy right now, which paths are valid?
       | 
       | - it took me a minute to figure out that valid destination nodes
       | highlighted when I started dragging an animal. Maybe make the
       | invalid nodes red too.
       | 
       | - I assumed that animals couldn't share nodes. I didn't try that
       | for a bit, which slowed me down a lot. Wasn't clear how to chose
       | the "bottom" animal on a node. I also assumed that even if the
       | rabbits were allowed to share a node, a dog and a rabbit could
       | NOT share a node because the dog would eat the rabbit.
       | 
       | - overall a nice example of complexity emerging from a simple
       | rules, which is what you need for a puzzle.
       | 
       | - it's annoying that you can't see the node label for occupied
       | nodes
       | 
       | - obvious stats to track include overall time to solve and moves
       | to solve.
        
       | smdyc1 wrote:
       | Really enjoyed this. If this was a premium mobile game with more
       | levels increasing in difficulty, I'd buy it for sure. Others have
       | covered minor feedback like character icons overlapping on the
       | same space, the flashing lights at the end, etc. So i won't. But
       | overall, this is exciting!
        
       | zenmaster10665 wrote:
       | Yeah this is fun and simple. Nice work!!
        
       | uptownfunk wrote:
       | I may be a bit thick but can someone explain this to me? I can't
       | seem to solve it despite trying for quite a while.
        
       | blakesley wrote:
       | Love it! I refer to these kinds of puzzles as "state mazes", but
       | maybe that's not quite the right term. Many variations are
       | explored in "logic maze" books like Mad Mazes
       | (https://smile.amazon.com/Mad-Mazes-Intriguing-Twisters-
       | Puzzl...). Most of them use simpler mechanics and look more like
       | mazes, but some toward the end start looking like your puzzle.
        
       | twothamendment wrote:
       | I shared it with my wife because she likes puzzles. It took her
       | about a minute to figure out how the game worked. Once she knew
       | what to do she how do play - she was done in under a minute and
       | said it was fun.
       | 
       | Nice work! Any feedback I would give is in other comments.
        
       | inopinatus wrote:
       | Fun, but alas not new: conditional movement of entities through a
       | graph towards a win-state configuration is a decades-old staple
       | of game puzzles. For someone with the relevant experience, less
       | than 90s to clear.
       | 
       | I did like the presentation, however! I think it has potential
       | for a series of escalating difficulty.
        
       | super256 wrote:
        
       | bot41 wrote:
       | FF throws an insecure warning so I can't check it out
        
       | zapt02 wrote:
       | Cool puzzle and nice art. Too much flashing at the end. Concept
       | reminds me of the indie game Baba is you:
       | https://hempuli.com/baba/
        
         | mgdlbp wrote:
         | Hmm, the style of the OP and that landing page reminded me of
         | another web game I saw a few years ago with a philosophical
         | theme, maybe a game jam entry? Kind of bothering me that I
         | can't recall the name.
         | 
         | It was an abstract simulation of the course of a human life:
         | units of "time" spawned regularly in the middle of a black
         | screen. These gravitated towards the cursor and had to be
         | guided to text spaced around the screen: _play_ , _grow_ ,
         | _work_ , etc., which all needed to be regularly tended to, with
         | more and more "responsibilities" appearing as time went on.
         | 
         | Some day there'll be an AI search engine for 'tip-of-my-tongue'
         | media. But what will have grown faster? The ability to
         | catalogue things in the world, or the depth of obscurity of
         | things that can be catalogued?
         | 
         | Edit: got it, remembered the dev's domain:
         | https://faedine.com/games/spendyourtime/
        
           | rvanlaar wrote:
           | Thanks for sharing. That was a fun game.
        
       | alex-gdv wrote:
       | that was a fun puzzle, are you planning on making more?
        
       | sbf501 wrote:
       | It's a state machine, so it is probably easier for programmers to
       | solve than non-programmers. It's basically a debugging puzzle. :)
       | How about a bigger one? Or a random generator?
        
       | jonah wrote:
       | It took a while, but I got it!
       | 
       | It's like the Wolf, goat and cabbage problem
       | 
       | https://en.wikipedia.org/wiki/Wolf,_goat_and_cabbage_problem
        
         | benj111 wrote:
         | You mean the fox, chicken and grain problem?
         | 
         | I wonder if this just gets localised to typical staple, typical
         | predator and its prey?
         | 
         | I guess cabbage and wolf is eastern Europe / Germany?
        
           | praptak wrote:
           | Wolf-goat-cabbage is definitely the version which is popular
           | in Poland.
        
             | benj111 wrote:
             | Coyote, turkey and corn? Lion, cow and millet? Redback
             | spider (or any native fauna really), kangaroo, can of
             | fosters? I don't know how the Japanese would do it. I was
             | going to go with fish, but the puzzle would need
             | reformulating for that.
        
           | gspr wrote:
           | Norway has wolf, sheep and various things the sheep eat (I've
           | seen variants cabbage and bales of grass). We also have a
           | variation where everyone shifts down a step and there's a
           | missionary "above" the wolf.
        
           | jonah wrote:
           | Ah yes, "the river crossing problem"!
           | 
           | https://en.m.wikipedia.org/wiki/River_crossing_puzzle
        
       | chocolatemario wrote:
       | The light show at the end gave me a chuckle. Pretty fun little
       | puzzle.
        
         | [deleted]
        
       | mkaszkowiak wrote:
       | Very fun puzzle! As for my suggestions:
       | 
       | - consider writing key rules on the page. I've had an incorrect
       | assumption that the dog and the bunny cannot occupy the same
       | square.
       | 
       | - displaying a restart button would be useful once there are no
       | legal moves left (for ex. all characters stuck at the yacht)
        
       | eyelidlessness wrote:
       | It took me a moment to understand what the constraints meant,
       | which says more about how tired I am than it says about the
       | design, which is great! I don't want to minimize the cleverness
       | of the puzzle design, but I think it's a visualization of a
       | finite state machine. Not a novel challenge but a clever way to
       | display it for sure.
        
         | csande17 wrote:
         | The one aspect that took me a bit to figure out was whether, to
         | move between the house and the tree, you needed someone on BOTH
         | the bone and the flower or just one of them. (It turned out to
         | be both.)
        
       | nvln wrote:
       | Took me a while to figure it out as I assumed the labels on the
       | lines to be dynamic.
       | 
       | But once I got it, it was super fun to play. I wonder if you can
       | algorithmically generate these puzzles and have human's curate
       | them based on factors (joy, difficulty, visual appeal etc).
       | 
       | Thanks for sharing. :)
        
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