I hosted the most recent Logic Showcase on Puzzlers Club and challenged people to construct puzzles which involved paths or loops as clues. There were a bunch of interesting entries, but I’m particularly intrigued by the showcase’s winner, DireKrow’s Tapa Rope. I’ll be exploring a few generalisations of the ruleset, but before we get into that, here’s an introductory vanilla puzzle.
I’ve been fascinated by this concept since seeing a Twopa puzzle for the first time and finally got around to applying it to Rail Pool. This took quite a while to construct. I had a first working version early on, but it was already unique after adding just a couple of clues on the right-hand side, which felt very unbalanced. So I had to go back to the drawing board and try again.
“Unequal Lengths” is the best generic variant for loop genres. I like it so much that I went ahead and applied it to a non-loop genre. I’ve been meaning to try this with shading genres for a while, but a puzzle by @wand_125 reminded me today.
This is a variant I’ve been meaning to try out for ages (though I technically did with the triangular Rail Pool). There’s no particular reason why I made Rail Pool a “full” loop genre, though I suppose most region-based loop genres are full or impose rules on the unvisited cells. But in principle Rail Pool works just as well without that constraint.
This concludes my initial set of puzzles introducing this genre. This one is quite a bit harder than the other two. Here, I wanted to see how far I could take the “consecutive pentominoes must be different” rule.
While this puzzle is even smaller than the introductory puzzle, it’s probably a little harder. You might be able to solve this with some bashing, but there’s a really neat solution involving a bit of theory.
A new genre! Last week’s Pentominous puzzles on GMP made me wonder, “what if the pentominoes and the adjacency rule only existed along a path”. I made a few puzzles to see what kind of logic emerges from that and I quite like the results. Here is a small introduction.
There’s been a few interesting Aqre hybrids with very low clue density posted on Discord lately, so I wanted in on the fun. I’m slightly bothered by the clue layout, but couldn’t find anything I liked using the bottom row.
This is definitely the hardest of the Wall Mazes I’ve constructed, but there’s a clean logical solve path here that doesn’t require any deep lookaheads and is worth finding.
I originally set out to make a puzzle that is only divided down the middle into two halves. But as I started constructing it, I realised I could get much more interesting logic by dividing the grid further.