I make NOCTURNE ISLAND, a small browser game with four daily puzzles. Everyone gets the same set, a new one starts at 00:00 UTC, and there's no account. This post is about BLOOM, the garden one.

How it plays: six pumps and six plants. Each pump is piped to two or three plants, and the pipes are drawn on the board. You set every pump to 0, 1, 2 or 3, and a plant gets the sum of the pumps piped to it. Each pot shows "water / needed" while you change the dials. Too much water counts against a plant exactly as much as too little, so giving it double what it needs scores the same as leaving it dry. A hint fixes one wrong pump and costs 15 points.

How a day's garden is made: the generator pipes the pumps at random, picks a hidden pump setting, and computes each plant's need from it (every need stays between 1 and 7). It throws the layout away unless the 6x6 pump-to-plant matrix has full rank, so the hidden setting is the only one that waters every plant exactly. The tests also try all 4096 settings (4^6) on generated gardens and check that exactly one fits.

The part I'm unsure about: because it's really a small linear system, you can solve it with arithmetic or just by turning dials until the numbers line up. Did it feel like a puzzle to you, or more like homework?

BLOOM at the start of a day: six plants, six pumps at 0, pipes drawn between them

 

CARGO is one of the four daily puzzles in NOCTURNE ISLAND, a small browser game I'm making on my own.

You get a ship's hold with a few blocked cells and ten crates of different shapes. Crates can't be rotated. The hold can be filled completely, but only with some of the crates, so a big part of it is working out which ones stay on the dock. Your score is how much of the hold you filled, and you lock it in with Finish loading, so a partial load still counts.

Each day's hold is generated with a known full solution, and everyone gets the same one. The other three puzzles are TANDEM (one arrow moves two couriers), BLOOM (water every greenhouse bed exactly) and RANGE (trivia answered with a range).

Free, no account, works on phone and desktop. Two things I'd like to know: does it become clear early enough that you're not meant to use every crate, and does dragging feel okay on a phone?

CARGO at the start of a day: empty hold and ten crates

 

I've been building a small daily puzzle game set on a moonlit pixel island. There are four short puzzles each day: RANGE is trivia where you answer with a numeric range (the tighter the range, the more points, but a miss scores zero), TANDEM is a grid where one arrow moves two robots at once, CARGO has you pack oddly shaped crates into a ship's hold, and BLOOM is about giving every greenhouse bed exactly the water it needs.

Everyone gets the same set, new puzzles come at midnight UTC, and it's free with no sign-up. I'd really like to hear which one feels too easy, too fiddly or just unclear.

(Link: https://nocturne-island.com/)

 

Hi all, solo dev here. NOCTURNE ISLAND is a small daily puzzle game I've been building. Every day there are four short puzzles on a moonlit pixel island:

  • RANGE: trivia where you answer with a range instead of a single number. Tighter range, more points, but if the answer falls outside it you get zero.
  • TANDEM: one arrow moves two couriers at once on a small grid, and you try to get both home in as few moves as possible.
  • CARGO: fit oddly shaped crates into a ship's hold.
  • BLOOM: give every greenhouse bed exactly the water it needs.

Everyone gets the same set, it resets at 00:00 UTC, it runs in the browser, and it's free with no sign-up.

I'd love to know which of the four feels too easy, too fiddly or just unclear. That's the feedback I'm missing most right now.