In short, this is an excellent logic puzzler that feels right at home with other pen-and-paper puzzles. Matthew has come up with a novel ruleset that is simple enough to keep straight in your head at all times, while being complicated enough to lead to some really beautiful puzzles. The logical system alone is praiseworthy, but it's truly elevated by a well-paced and well-rounded set of puzzles. "Logic" does come first in the title, and it is important to realize that at its core this is not a game about bombs, this is a game about logic. More abstractly, it's a game that takes place in a square grid containing three different types of objects, where some objects must share a direct line of sight and others must not, and some objects must be in the same connected region and others must not. Illustrating this with bombs blowing up cats gives your brain something more tangible to grasp onto while trying to make sense of how everything in the grid interacts, and using Bomberman-style bombs as a way to visualize connecting or breaking line of sight is inspired. Considering how many puzzles there are, it's remarkable that it feels like almost every puzzle earns its place in the campaign. Every puzzle has some unique quality: a new idea, a familiar idea hiding in plain sight, an exceptionally tough break-in, an obvious break-in but an exceptionally tough conclusion, and so on. Even though some things about the game's presentation strike me as intentionally cold, like logical systems must be rigid and unemotional, it was always clear to me that whatever puzzle I was working through was handcrafted by a person with an appreciation for beauty. The puzzles also introduce ideas and ramp up the difficulty at a very even pace; the only exception I noted was the fifth row, which I think would only be harder than the previous row if you chose not to work any of the puzzle out on paper. Even speaking as someone who has already played a lot of puzzle games and does pen-and-paper logic puzzles pretty regularly, it was a joy to watch mostly empty grids and unassuming arrangements of puzzle elements slowly take shape and fall into order. Given some of the ideas featured in the puzzles, it wouldn't surprise me to learn that the developer has taken up an interest in the sudoku variants that have become popular in recent years. In addition to having a smooth difficulty curve, the game is also the perfect length. I'm aware that at some point in development the game was only going to have 128 or 144 puzzles, and if that had been the case I think it would feel like the game was cut short; having just completed the final row of puzzles, I'm about ready to put this game on the shelf for a while. That said, I do hope to see a puzzle editor in the future. The core ideas are so thoroughly explored throughout the game that I would be surprised to see someone come up with a puzzle concept that isn't at least similar to an existing puzzle, but that's all the more reason to put the puzzle-making tools in the hands of the logic puzzle community, which is populated by deranged sadists. On that note, another reason I'd like to see a puzzle editor released is just so I can try some harder puzzles. The game description promises "a merciless conclusion," but in my experience most of these would be considered only moderately difficult or even "approachable" in the spectrum of logic puzzles. Still, the set of puzzles as a whole is challenging, some lategame puzzles really are tough, and the difficulty is always well handled. One thing I don't like about the Hexcells and Picross games is that the puzzles getting "difficult" usually means the puzzles just get really big. I appreciate that once 15x15 puzzles are introduced they're used sparingly, and that most puzzles continue to be harder versions of the 10x10 puzzles you're already used to. If there's anything the game deserves to be criticized for, it's how barebones the PC port is. Since at its core this is a Game Boy game, in my perspective I'm paying $5 for the ROM and getting another version of the game with mouse input and a hi-res tileset as a bonus, but I definitely sympathize with people who view the ROM as freeware and think the PC port should be more substantial if there's going to be any price tag attached. Personally, I would have liked the ability to color-code cells the way you can in most sudoku apps; it would have been a lot easier to visualize which regions have to be kept apart, or which groups of bombs and which groups of enemies have to be kept together. Even if the developer was willing to compromise on the purity of the game's current state and implement any of the widely suggested quality of life features, it would probably mean losing parity between the PC and Game Boy versions. Another victim of the game's origins is the tutorial. If you ask me, I think the rules as they're presented are perfectly clear and easy to understand. The process of carving out orthogonally-connected regions which can be diagonally adjacent but cannot be orthogonally adjacent is a pretty common logic puzzle setup. However, if you're a player encountering this idea for the very first time, having the rule explained to you in only three words is extremely unhelpful. The tutorials are not worded this way because it's the clearest and most concise way to phrase them, they're worded this way because of the limitations of the Game Boy's resolution; might be obvious but it needs to be said. In keeping with the idea that this is fundamentally a Game Boy game, it may have been a good idea to produce a Game Boy-style manual for the game, where the rules could have been explained more clearly. If struggling players could be told to just read the manual, there could be an option to turn off the in-game tutorials and make the game's presentation a little cleaner. While we're at it, there could be also an option to turn off the background information that appears around many puzzles. I like this as visual flair, and the things pointed out may as well be given information, but I would usually find myself manually verifying all of the line and bomb counts anyway, and I can imagine some logic puzzle player who would want to make their way through the game entirely free of assistance. Since I've been familiar with this developer's writing on games for a long time, I probably would have played and tried to enjoy his debut game no matter what it was. I was very lucky that this game ended up being right up my alley. For now I'll have to say farewell to a realm of pure logic, but I genuinely enjoyed my stay. Thanks for a good game, Matthew.
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