1180 pointsby DavidSJ3 days ago66 comments
  • gorgoiler2 days ago
    Great game, I love it! I hope the author is collecting juicy analytics. They would be useful if they ever want to bundle 100 levels in order of difficulty and release this as a Steam game (which I would absolutely buy!)

    I don’t think the gates should animate up into the air. It breaks the visual logic of 2D for no benefit. It’s subconsciously confusing to see a gate I place in one cell move to occupy pixels in the cell “above” it.

    I look forward to future days introducing new mechanics as well. Can I suggest a few, based on dynamics?

    - Food! The horse moves on every turn towards an attractor. Have a hay bale / giant sugar cube in one corner fall off the back of a truck / helicopter :) Horses start out dumb and move directly towards the goal before backtracking. Smarter horses path find the shortest route to the goal.

    - Goals! Now that the horse is moving, get the horse into a static horse box / cattle pen cell by strategically placing fences so that the path it takes towards the food involves walking onto the goal square.

    - Floods! Water encroaches from the edges on a turn by turn basis. Not only do you have to contain the horse, you also have to hold back the flood.

    • anticorporate2 days ago
      > I hope the author is collecting juicy analytics.

      I hope they're not. Can't we have a few things in this world that are just fun without going and sticking surveillance on them?

      • helle2532 days ago
        'analytics' and 'surveillance' are not the same thing

        trying to understand player behavior in the context of a board or video game (though there is some overlap!) is not the same as trying to understand user behavior in the context of social media or purchasing behavior - the data of both of which derive their value from being sold to THIRD PARTIES as a commodity.

        being able to tune a fun little video game is not the same thing at all

        • badtuple2 days ago
          Does your opinion change if they use it to train a commercial program to do a similar task?
          • lblumea day ago
            For me at least, no. Making money by training a model from user data on such a game seems like a perfectly fine thing to do.
      • BloodyIron2 days ago
        Collecting analytics like this is effectively the same as play-testing physical board games in-development. People play a game, information is gathered, and the game is tuned in response to that. If zero information were ever gathered, games could not be balanced or tuned for other things like unforeseen problems.

        Please, show me a piece of software, or game, that is perfect the first time it is made.

        • wat100002 days ago
          It's effectively the same, except people volunteer or are paid to play test.

          This whole industry really needs a lesson on consent.

          • adventured2 days ago
            So long as personal information is not collected, consent is not morally necessary.

            If I collect information on how often a coin-op Street Fighter II game is played in an arcade, while collecting no personal information, consent is not needed.

            • wat100002 days ago
              Because using someone else's hardware in a public space is clearly equivalent to using your own hardware in the privacy of your own home.
              • Zetaphor2 days ago
                You are not entitled to play the game, which is hosted on their server which requires bandwidth and other resources. In the same way that you are free to make demands about how software runs on your machine, the author is free to make demands about the use of their software.
              • crazygringo2 days ago
                This is software coming from a server, not hardware. It doesn't matter which device it's run on, or whether it's in your home or not.
              • Sardtok2 days ago
                If the data gathered is only on gameplay, and not something that can be used as PII like IP addresses or device information, then it should be fine. Gathering things like the score and time spent completing the level, isn't a problem. This could be used to rank the levels, without gathering any user information.
                • wat100002 days ago
                  If gathering the data should be fine, then asking for permission should also be fine.
          • jeldera day ago
            Indie games don’t have a budget for playtesting, but they can probably swing a GA account.
          • BloodyIron2 days ago
            There are games that let you opt-out, hell even ones that ask you when you first open the game. There are bad apples, but there are plenty of good ones too.
            • jader2012 days ago
              I think the argument is that they shouldn't be opt-out, but opt-in.

              If I want to play a game and provide my feedback, the default should be that that doesn't happen unless I explicitly say it should.

              Opt-out means that, by default, you're collecting metrics from my plays, until I find the means to opt-out.

              • llmslave22 days ago
                If the game asks you when you first open it, does it matter if the question is to "opt out" or "opt in"?
                • wat100002 days ago
                  If it asks you then it's neither opt-in nor opt-out. Then it depends on how it asks you. If it's a simple yes/no, it's fine. If it's typical tech bullshit where your options are a big "I want to make the world a better place and save the whales by sending my data" or a tiny button in the corner labeled "maybe later" that takes you to another screen saying "please confirm you want to opt out of data collection and kill a bunch of kittens" then not so good.
        • ycombinary2 days ago
          [dead]
      • snackdex2 days ago
        if the analytics lead to an actual game on steam im down
        • butlike2 days ago
          You could just package an arbitrary 100 levels, let the player play them in any order, then give rewards for 10, 20, 30, 40, etc. levels completed/mastered.
          • Feathercrown2 days ago
            This would still benefit from a difficulty rating system or order
          • Forgeties792 days ago
            Or go full on kaizo Mario and make it a random room out of the 100
            • snackdex2 days ago
              naw im looking to have fun, not cry
          • snackdex2 days ago
            something in me loves progressively harder levels
      • alpha-male-swe2 days ago
        yeah man what a horrible world we live in man. thats so profound of you to say, truly. well said man
    • emregucerr2 days ago
      > I don’t think the gates should animate up into the air.

      I agree! It feels off compared to the overall aesthetic of the game.

      Awesome game though! Loved it.

    • tgtweak2 days ago
      There is definitely a turn-based minigame here - get the most "distance" travelled by the horse, every turn the horse moves one block towards it's closest escape and you can drop walls to cause it to find a new path - in this one you actually lose when the horse can't get out but the goal is to get the horse to move as many blocks as possible using your limited number of walls (or apples which can attract it).
      • dllu2 days ago
        That reminds me of Paquerette Down the Bunburrows [1] which is a very fun pathfinding game where the bunnies will pathfind to try to run away from you. It's not exactly what you described, but it is very fun and surprisingly deep and challenging.

        [1] https://store.steampowered.com/app/1628610/Paquerette_Down_t...

      • mbreese2 days ago
        I was initially expecting the horse to move after each turn. As it is, this is a logic game, similar to what I'd expect to see in the NYT Games app. Quite entertaining, but something that you could look at and reason about to solve.

        But, you absolutely could make this a turn based game where the horse is trying to escape and you (playing as the farmer), work to fence it in as it meanders towards a gate.

    • plastic31699 hours ago
      Great game, I returned back to play next day.

      > I don’t think the gates should animate up into the air. It breaks the visual logic of 2D for no benefit.

      I also feel it would make more sense either for everything to be 2.5D or pure top down. Having appear / disappear animation is nice feedback to user though.

      Other thing is that maybe the hitbox should change when the wall comes up. Now to remove it you need to press the grid, essentially the root of the wall. Unintuitive to me.

      Thanks for the game, looking forward to when there is multiple horses or sheep to enclose.

    • xg152 days ago
      > I don’t think the gates should animate up into the air. It breaks the visual logic of 2D for no benefit. It’s subconsciously confusing to see a gate I place in one cell move to occupy pixels in the cell “above” it.

      I interpreted it as standard "top-down" RPG graphics, where the Y axis always doubles as the Z axis. As such, I didn't find it visually confusing - but it did made playing on mobile annoying, because you often end up targeting the wrong field.

    • cubefox2 days ago
      > I don’t think the gates should animate up into the air.

      I think it should go up, otherwise it doesn't look like a wall. It would look like something the horse can step on and run over. For the water it makes sense to be flat flat and that the horse doesn't want to touch it: it is water-shy.

      • stevage2 days ago
        To me the current design doesn't look like anything at all. I don't see a gate or a wall, just two rectangles.
        • snewman2 days ago
          +1 to this. It's also visually confusing, the gate looks like it's covering two cells.

          Great game! Feature request: add a button that shows my submitted solution. I'd like to be able to compare it with the optimal solution (so it'd be nice if a single tap could toggle between my submission and the optimal).

          • ianstormtaylor2 days ago
            It would be nice if the “optimal” view visualized both my solution and the optimal one at the same time, like a Venn diagram.
            • the_shiversa day ago
              Just added this, check out "Optimal as overlay" in the settings.
        • layer82 days ago
          It also conceals the cherries when it’s on the field below them.
    • gwbas1c2 days ago
      Sometimes simple things are best. I really like the game as-is.

      This is a rather simple game to program. IMO, if you can program, take a few weekends to make your own game based on your ideas. If you can't program, your ideas will lead you to a wonderful learning project.

    • banannaisea day ago
      The turn-based version sounds interesting, but I think it falls on its face in practice. The game then becomes:

      1. lure the horse to an optimal point on the map.

      2. trap it in a small circle of fences.

      3. build part of your final wall with the remaining fences.

      4. one by one, move the fences trapping the horse in place into position.

    • oliwary2 days ago
      Another thing to try could be to rank people in realtime instead of the one-off submission approach. I do this in https://spaceword.org (create tight crosswords using 21 letters), and I think it's quite motivating to see how you compare to others as you improve your solution. On the other hand, its a bit more taxing on the server, and then you also could not show the optimal solution.
      • layer82 days ago
        I would prefer not being distracted by that, and not having information on possible solutions before submitting. Trying to find the best solution with added hints like that is a different game. So it should be opt-in.
      • michaelmior2 days ago
        Cool game! One minor feature request. It would be helpful to have some way to move the entire block of placed tiles around at once to give myself more room in a particular direction.
        • oliwary2 days ago
          Thank you! :) If you click the three dots on the left top side of the letters area, you can shift all tiles in a direction.
    • doctordoctor22 days ago
      IMO, the game is great to keep simple, but I’d like to play more levels than just daily, so could see people paying for the ability to play more, like NYT games, and could be part of a suite of game if curated daily by expert vs social curation. The blocks are small though for a small phone with big fingers.

      I also wonder if making it GPL and submitting to various *NIX distros would be best. Then it may need to be standalone with random maps created by ML or similar.

    • xg152 days ago
      And of course: Buy additional walls using in-game purchases!

      (jk)

  • lionkor2 days ago
    I found the optimal solution for day 8 by hand, that was fun!

    My algorithm, by hand, was as such:

    1. Start with the smallest possible valid solution (1)

    2. Expand slowly, and each "step" (like, moving a wall or two around to "obvious" spaces) must be a valid solution (this brings you to 40-60 score, depending on your choices, on day 8). Continue to step 3 once you can't see anything obvious.

    3. Look at possible places where you could expand, but need 1 more block. You'll find one eventually.

    4. See if you can spare any walls anywhere, using diagonals for example. If so, place the solution from 3 and go to 3 (repeat). If not, go to 5.

    5. Count or estimate the squares gained by doing your improvement from 3. See if you can reduce your score by less than that, pessimizing your solution, to gain 1 wall. Once you've found one, go to 3.

    That got me to the optimal score within 15 mins or so.

    • sambuccid2 days ago
      This feels strangely similar to TDD with the Tranformation Priority Premise
    • ChrisbyMe2 days ago
      I found the same algorithm! The top down solution didn't really work.

      Very fun game

  • adonovan2 days ago
    I think you should change the cherries to a battery and call the game Correct Horse Battery Stable.
    • gwern2 days ago
      Or the cherries could be a delicious pastry or PBJ-like treat: _Collect Horse Buttery Stable_...
    • layer82 days ago
      Use staples instead of walls as barriers.
    • tetris112 days ago
      Or turn the cherries into sugar lumps, and call the game My Lovely Horse
    • MildlySerious2 days ago
      That is just delightful.

      Reference[1] for anyone wondering.

      [1] https://xkcd.com/936/

  • scrumper2 days ago
    This is nice, I enjoyed it. Was a couple points off the optimal score for day 8 but when I clicked "Show optimal" I couldn't then go back to see mine to compare. Either way, stretched the brain a bit.

    Only nit: fix the walls. They take up one and a half spaces so are confusing, and they're sci-fi steel with flashing red lights. Turn them into one-square-only fences. You use fences to enclose horses, not raptor walls from Jurassic Park.

    • xp842 days ago
      This is my feedback too. Turn “show optimal” into a toggle that persists on the page and toggles between yours and the optimal.

      And same about the walls. Especially on mobile it’s hard enough to tap the right square, and having a wall poking up from the square below just makes things worse.

      But overall I love the game!

    • Groxx2 days ago
      Yeah, it needs to add a toggle button to let you switch between yours and optimal quickly.

      I did figure out that you can get back to yours by going through the past-days menu though.

    • xg152 days ago
      I mean, the horse does sometimes talk about the demon god if you click on it, so who knows...
  • rhymemini2 days ago
    Score init should say N/EIGH instead of N/A, otherwise great.
  • kanemcgrath2 days ago
    I am curious on how you would algorithmically find the optimal solution for this kind of problem for much bigger grids. I wanted to do some seed finding in Factorio for the same exact problem using the generated map images, but never found a good solution that was fast enough.
    • Scaevolus2 days ago
      The site uses Answer Set Programming with the Clingo engine to compute the optimal solutions for smaller grids. Maximizing grids like this is probably NP-hard.

      Note that traditional SAT and SMT solvers are quite inefficient at computing flood-fills.

      The ASP specifications it uses to compute optimal solutions are surprisingly short and readable, and look like:

        #const budget=11.
        horse(4,4).
        cell(0,0).
        boundary(0,0).
        cell(0,1).
        boundary(0,1).
        % ...truncated for brevity...
        cell(3,1).
        water(3,1).
        % ...
        
        % Adjacent cells (4-way connectivity)
        adj(R,C, R+1,C) :- cell(R,C), cell(R+1,C).
        adj(R,C, R-1,C) :- cell(R,C), cell(R-1,C).
        adj(R,C, R,C+1) :- cell(R,C), cell(R,C+1).
        adj(R,C, R,C-1) :- cell(R,C), cell(R,C-1).
        
        % Walkable = not water
        walkable(R,C) :- cell(R,C), not water(R,C).
        
        % Choice: place wall on any walkable cell except horse and cherries
        { wall(R,C) } :- walkable(R,C), not horse(R,C), not cherry(R,C).
        
        % Budget constraint (native counting - no bit-blasting!)
        :- #count { R,C : wall(R,C) } > budget.
        
        % Reachability from horse (z = enclosed/reachable cells)
        z(R,C) :- horse(R,C).
        z(R2,C2) :- z(R1,C1), adj(R1,C1, R2,C2), walkable(R2,C2), not wall(  R2,C2).
        
        % Horse cannot reach boundary (would escape)
        :- z(R,C), boundary(R,C).
        
        % Maximize enclosed area (cherries worth +3 bonus = 4 total)
        #maximize { 4,R,C : z(R,C), cherry(R,C) ; 1,R,C : z(R,C), not cherry(  R,C) }.
        
        % Only output wall positions
        #show wall/2.
      • freakynit2 days ago
        Im over 35 years of age. I have 15+ years of programming experience. And I generally consider myself as someone who has good breadth of tech in general. Yet, this is the first time in my life I've heard of ASP. And gosh. I was completely blown away by this as I read more about it and went through some examples (https://github.com/domoritz/clingo-wasm/blob/main/examples/e...)

        Therefore, like a good little llm bitch that I have become recently, I straight away went to chatgpt/sonnet/gemini and asked them to compile me a list of more such "whatever this is known as". And holy cow!! This is a whole new world.

        My ask to HN community: any good book recommendations related to "such stuff"? Not those research kinds as I don't have enough brain cells for it. But, a little easier and practical ones?

        Thanks..

        • tgamblin2 days ago
          The more recent Lifschitz book is the easiest to learn from IMO:

          - https://www.cs.utexas.edu/~vl/teaching/378/ASP.pdf

          It starts with basics of using ASP and gives examples in clingo, not math.

          The Potassco book is more comprehensive and will help you understand better what is going on:

          - https://potassco.org/book/

          Things I don't like include that it's more dense, doesn't use clingo examples (mostly math-style examples so you kind of have to translate them in your head), and while the proofs of how grounding works are interesting, the explanations are kind of short and don't always have the intuition I want.

          I still think this is the authoritative reference.

          The "how to build your own ASP system" paper is a good breakdown of how to integrate ASP into other projects:

          - https://arxiv.org/abs/2008.06692

          The Potassco folks are doing amazing work maintaining these tools. I also wish more people knew about them.

          EDIT: I forgot to mention that specifically for games stuff like enclose.horse, look at Adam Smith's Applied ASP Course from UCSC:

          - https://canvas.ucsc.edu/courses/1338

          Forgot to mention that one... we use clingo in Spack for dependency solving and other applications frequently slip my mind.

          • freakynit2 days ago
            Thank you.. Have noted these down.
        • Scaevolus2 days ago
          The pre-machine-learning formulations of AI focused on symbolic reasoning through the dual problems of search and logic. Many problems can be reduced to enumerating legal steps, and SAT/SMT/ASP and related systems can churn through those in a highly optimized and genetic manner.
        • ctxc2 days ago
          Has to be my favourite comment, haha!
      • stabbles2 days ago
        Nice, you don't see clingo mentioned often. We use it in the Spack package manager for resolving dependencies [1]

        [1] https://github.com/spack/spack/blob/develop/lib/spack/spack/...

    • Zobody2 days ago
      Constraint programming seems to be a fitting approach. Input would be number of walls, and the location of lakes. The decision variables would be the positions of walls. In order to encode the horse being enclosed, additional variables for whether horse can reach a given square can be given. Finally, constraints for reachability and that edges cannot be reached should ensure correctness.
      • Macuyiko2 days ago
        Yes. CP SAT crunches through it in no time, but of course larger grids would quickly make it take much longer.

        See

        https://gist.github.com/Macuyiko/86299dc120478fdff529cab386f...

        • ooopdddddd2 days ago
          I don't believe this works in general. If you have a set of tiles that connect to neither the horse nor to an exit, they can still keep each other reachable in this formulation.
          • Scaevolus2 days ago
            Yes, this is the major challenge with solving them with SAT. You can make your solver check and reject these horseless pockets (incrementally rejecting solutions with new clauses), which might be the easiest method, since you might need iteration for maximizing anyways (bare SAT doesn't do "maximize"). To correctly track the flood-fill flow from the horse, you generally need a constraint like reachable(x,y,t) = reachable(nx,ny,t-1) ^ walkable(x,y), and reachable(x,y,0)=is_horse_cell, which adds N^2 additional variables to each cell.

            You can more precisely track flows and do maximization with ILP, but that often loses conflict-driven clause learning advantages.

          • Macuyiko2 days ago
            Good point. I don't think the puzzles do this and if they would, I would run a pre-solve pass over the puzzle first to flood fill such horseless pockets up with water, no?
            • ooopdddddd2 days ago
              It's not quite that easy. For the simplest example, look at https://enclose.horse/play/dlctud, where the naive solution will waste two walls to fence in the large area. Obviously, you can construct puzzles that have lots of these "bait" areas.

              Like the other comment suggested, running a loop where you keep adding constraints that eliminate invalid solutions will probably work for any puzzle that a human would want to solve.

              • Macuyikoa day ago
                Oh I see what you mean now, indeed:

                    Score: 7
                    ~~~~~~
                    ~····~
                    ~·~~·~
                    .#..#.
                    ......
                    ..#...
                    .#H#..
                    ..#...
                
                However, I think that you do not need 'time' based variables in the form of

                    reachable(x,y,t) = reachable(nx,ny,t-1)
                
                Enforcing connectivity through single-commodity flows is IMO better to enforce flood fill (also introduces additional variables but is typically easier to solve with CP heuristics):

                    Score: 2
                    ~~~~~~
                    ~....~
                    ~.~~.~
                    ......
                    ......
                    ..##..
                    .#H·#.
                    ..##..
                
                Cool puzzle!
    • sunrunner2 days ago
      > algorithmically find the optimal solution for this kind of problem for much bigger grids.

      Great, now I've been double nerd-sniped - once for the thing itself and another for 'What would an optimiser for this look like? Graph cuts? SAT/SMT? [AC]SP?'

      • qsort2 days ago
        I'd bet it's NP-hard. The standard reduction to a flow problem only tells you if a cut exists (by min-cut max-flow duality), but here we want the cut of size at most N that maximizes enclosed area.

        The Leetcode version of this is "find articulation points", which is just a DFS, but it's less general than what is presented here.

    • johanvts2 days ago
      I think it's NP hard, maybe from Sparsest Cut. But you could probably find the min-cut and then iterate by adding capacity on edges in the min cut until you find a cut of the right size. (if the desired cut-size is close to the min cut size at least).
      • emil-lp2 days ago
        It's NP-hard from Minimum s–t Cut with at least k Vertices. That's the edge version, but since the grid graph is 4-regular(-ish), the problem is trivially convertible to the vertex version.

        Edit: apex-4-regular

        • sltkr21 hours ago
          Also I don't think the equivalence between edge/vertex versions is trivial at all (though maybe we just have different standards of triviality).

          For example, in a grid like this:

              ..####
              .....#
              #.#..#
              #...H#
              ######
          
          A single wall placed (i.e. vertex removed) can block two edges, and it's not obvious what graph transformation can turn that into a single edge.
          • emil-lp7 hours ago
            You transform it into the directed case and then you turn each vertex into an arc.

            There is a standard construction for going between vertex and edge cuts.

        • sltkr21 hours ago
          That conclusion may be too hasty. If min cut with k vertices is NP-hard on arbitrary graphs, that doesn't automatically mean that that applies to a 2D grid too.

          Is NP hardness proven for just planar graphs? Those are closer to the 2D grid, but still slightly more general. All I could find was a reduction to densest k subgraphs, but Wikipedia tells me that whether that problem is NP hard for planar graphs is an open question.

          To be clear, I would be very surprised if the problem turns out to be _not_ NP hard, but there is no trivial equivalence to min cut in general graphs to show that it is.

          • emil-lp7 hours ago
            I agree, that is a good point. Although it is (induced) subgraphs of 2D grids, which gets you a bit closer to the planar case (albeit with bounded degree).

            It might be polytime on planar graphs, but that would be surprising.

    • emil-lp2 days ago
      Someone asked about this very problem here:

      https://cs.stackexchange.com/questions/176005/how-to-remove-...

    • 2 days ago
      undefined
    • emil-lp2 days ago
      There's probably an FPT algorithm using important separators (4^k).
    • qwertyforce2 days ago
      I think there should be some graph algorithm for this, to find a bottleneck in a graph
    • 2 days ago
      undefined
  • savolai2 days ago
    I would like to be able to compare/switch optimal with my solution with single click.
    • zimpenfish2 days ago
      Side by side or a diff view would be great.
      • zimpenfish8 hours ago
        Happy to see there's now a toggle between "your solution" and "optimal" once you've submitted. Makes it much easier to see what you missed.
      • rob0012 days ago
        I agree. Also, knowing the max score in advance would be better, so you know when to stop/whether to keep going.
        • naedish2 days ago
          I'm happy not knowing myself but the answer can be found easily in DevTools. All the max scores are there (for current and previous days only).
        • ahahahahah2 days ago
          that gives away too much information, instead i'd go with something that tells you that you've found the best solution. you'll still be able to know whether or not to keep going, but you get no information that makes finding the ideal solution easier.
    • the_shiversa day ago
      This is now implemented on daily levels! Click the link below your score after submission.
      • savolai7 hours ago
        Thanks for the pleasant experience of providing a feedback loop for my suggestion, felt rewarding and the implementation works nicely.
    • merelysounds2 days ago
      Same.

      I took a screenshot of my solution and the optimal one - and then I could compare like this.

  • langarus2 days ago
    lovely, I've created a solution finder for it.

    1. Do a screenshot of the grid (try to include walls as well)

    2. Open https://enclosure-horse-solution.onrender.com/

    3. Make sure the number of walls are correct in the input (bottom left)

    4. Press "Solve"

    PS: It might crash as it's on the free version of render. I've added a caching layer.

    Here's the github so you can run it locally:

    https://github.com/langarus/enclosure.horse-solution

    clone it and run

    make init // make web

    • g4zj2 days ago
      There is a level editor with the ability to show the optimal result for a custom level. In theory, one could recreate any official level and reveal the best solution that way. However, I haven't tried this to verify any intentional roadblocks by the developer.
    • ronbenton2 days ago
      You caching in memory or disk? Redis or db might survive the crashes and reduce future ones
      • langarus2 days ago
        on disk, so basically I'm trying to save the image of a solution and reuse it if the same quiz is required. So instead of recomputing the result just return the same image.
        • ronbenton2 days ago
          Got it. Is that cache surviving the crashes?
          • langarus2 days ago
            I'd have to host it somewhere (s3?). Right now I only commit the solution png to github. OFC it's not a good option but it's free and fast.
            • ronbenton2 days ago
              I think Cloudflare r2 has a generous free tier. You can also technically store images in redis I think. anyways, thank you for making this, really cool!
        • slashyellow2 days ago
          curious question from a non-programmer - are you checking against the exact same image (i.e. hashed), or is there an easy way of trying to match an image to a very similar one you've seen before?
    • langarus2 days ago
      I see some of you are already crashing the server. :melting: try to run it locally if you can't get the result via render
  • Arubis2 days ago
    Each time I see a `horse` domain, particularly for entertainment, I remember to `traceroute bad.horse` and smile again.
    • ZeWaka2 days ago
      lmao, this is beautiful
  • roskelld2 days ago
    I did Day 8 - I don't know if Perfect means I got the most optimal score, I do show up at the top of the graph.

    https://enclose.horse Day 8 PERFECT! 100%

    • zimpenfish2 days ago
      If you click on "View Optimal", it shows you the optimal solution which should be identical[0] to yours for "Perfect".

      [0] I'm assuming, possibly quite wrongly, that there's only one optimal solution per day.

      • 2 days ago
        undefined
      • grodriguez1002 days ago
        I don’t see any View Optimal button. Is it present in Mobile ?
        • culi2 days ago
          I don't see this button either (desktop) but searching the HTML gives a <script> that says

            window.__LEVEL__ = null; window.__DAILY_MODE__ = true; window.__DAILY_LEVELS__ = [{"id":"FswXDo","date":"2026-01-06","dayNumber":8,"optimalScore":86},{"id":"6UV4Yw","date":"2026-01-05","dayNumber":7,"optimalScore":95},{"id":"VfWi_1","date":"2026-01-04","dayNumber":6,"optimalScore":77},{"id":"CNtGPI","date":"2026-01-03","dayNumber":5,"optimalScore":116},{"id":"tnLvlG","date":"2026-01-02","dayNumber":4,"optimalScore":51},{"id":"Qn9vLs","date":"2026-01-01","dayNumber":3,"optimalScore":74},{"id":"Kj7mXp","date":"2025-12-31","dayNumber":2,"optimalScore":90},{"id":"E03KkY","date":"2025-12-30","dayNumber":1,"optimalScore":68}];
          
          EDIT: the view optimal button appears after submission
        • toxik2 days ago
          Results, then scroll down a tiny bit.
  • keepamovin2 days ago
    I imagine you went searching for domain names and came up with this? I resisted clicking on this top story all day because I thought "how good could that be? "enclose horse" what is that?" Yet, the experience was genuine-slow-forming-smile-of-understanding. This is really good.
  • lukebechtel2 days ago
    Which came first -- the game or the domain name?
    • hk__22 days ago
      Generally the idea of the game, then the domain name, then the game.
    • sneak2 days ago
      i have soooo many domains i’ve paid for for years that will now get sites because of the fact i can code at 10x+ now.
      • cdelsolar2 days ago
        i like how this was mildly downvoted for some reason
  • ryandrake2 days ago
    Cool game, but I don't like how you get only one chance. Even returning to the page, you can't try again to beat your previous score. No replayability value at all.
    • hombre_fatal2 days ago
      The one shot per day provides a reason to sink your teeth into one board.

      I love Wordle but I found it unplayable when I used that Wordle archive site to play infinite games since there was no reason to think deeply about the 10th+ round I was playing in one sitting.

    • anigbrowl2 days ago
      It shows you what the exit routes are, what your score will be, and you can move the gates around as long as you want, so the means of finding the maximum area are entirely within your grasp.
      • sceptic1232 days ago
        But you have no idea what the optimal solution is, are you 1,10,50 away from it. Would be nice to have some indicator of how close you are before you submit, though I guess that's intentional.
        • ryanjshaw2 days ago
          I believe that’s the point. I had the optimal solution for some time but was convinced there was something better. Eventually I submitted, and seeing the perfect score was more thrilling after convincing myself I was an idiot.
        • butlike2 days ago
          If it told you how close you were then you could just brute force your way to a perfect score every board by trying each square.
          • sceptic123a day ago
            But if you remember the best score isn't that approach still possible?
    • MrGilbert2 days ago
      I disagree about the replayability aspect. It‘s a daily challenge, so come back tomorrow. I quite like it.
      • bgbntty22 days ago
        I seriously don't get the idea behind daily challenges unless you want to keep users hooked to extract some value from them, but that doesn't seem to be the case here, as there are no ads.

        Just show all the different levels at once.

        • MrGilbert2 days ago
          That's fine. So these kind of games aren't for you, then. Remember crosswords in newspapers? Yeah, think of it like that. You don't get hooked until you cannot let go, you get a limited chunk served each day. Same with Wordle.
          • bgbntty22 days ago
            I remember buying a magazine full of crosswords and similar puzzles when I was in the mood.

            And when there were sites with unlimited Wordle, I played a few in a row.

            On the internet, unlike with newspapers, you're not limited to how many levels/games you can make per day. Making it once per day doesn't make any sense whatsoever. It's condescending to the users and feels like a power trip.

            • sunrunner2 days ago
              > It's condescending to the users and feels like a power trip.

              condescending (adjective): having or showing an attitude of patronizing superiority.

              I don't really see how a once-a-day puzzle is condescending, unless it's a "You can't be trusted to regulate yourself so I'll do it for you" type thing. Adding a dictionary definition like above, however, probably is condescending :)

              But I like the one-a-day format because, as other comments have said, you can spend an entire day with just one puzzle feeling important (relative to things that are important).

            • anonymous9082132 days ago
              You can freely make levels and browse other people's levels. The complaining about power trips seems as uncharitable a perspective as you could possibly conceive of, not to mention a bit theatric.
            • rtgfhyuj2 days ago
              so don’t? others have said they like it, you don’t, move on
        • sfink2 days ago
          > you want to keep users hooked to extract some value from them

          Ironically, that's what I initially liked about the daily puzzles like Wordle: they forcibly prevented you from sinking too much time into them. It was sort of like, "hey here's something cool, and I'm going to make sure it's a positive addition to your life by preventing you from succumbing to your own addictive impulses". You could call that condescending or infantilizing, but to me it's just part of the look and feel of a thing. Especially if the author isn't charging money, they get to use whatever tools are at their disposal to craft the users' experience of it. Wordle Over And Over Again is a different game than Wordle Once Daily. (And WOAOA done properly would probably have a progression of difficulties, or themes, or something, whereas WOD makes more sense with pure randomness.)

        • Skeime2 days ago
          I assume that "all the different levels" might not exist yet. The author is probably creating them a bit in advance, and will keep going as long as they're motivated. Having a regular schedule for new releases helps, and doing it daily seems as sensible as any other schedule.
        • rbits2 days ago
          If you click the menu button in the top right you can play all the past puzzles
    • gs172 days ago
      IMO they should have a (second) pop-up that warns you that you only get one submit. Not sure if it should let you know if you've made an optimal solution or not, but since it's not timed there's no cost in slowing people down. I've seen similar daily puzzles where you get to see the leaderboard and then can go back and optimize further. Yes, it says it at the beginning, but it's still easy to forget.
    • geoffschmidt2 days ago
      Click the sandwich icon in the top right, then either Past Puzzles or Browse, and you can play more puzzles. (Or even create and submit your own.)
    • matsemann2 days ago
      You can just remove/change walls after having placed all. You see your current score, but can keep iterating.
      • hn87262 days ago
        Yes but it would be nice to see the targets, so you know how far off from an optimal solution you are. I know I'd spend more time looking for better solves if I knew the current one can be improved
    • QuantumNomad_2 days ago
      You get one submit but you can press reset and find better solutions even though you can’t submit it to the leaderboard
    • zwnow2 days ago
      You can just test without submitting though?
    • goodmatt2 days ago
      Clear cookies?
    • klohto2 days ago
      bruh it’s like Wordle, come back tomorrow
  • n4r92 days ago
    Nice game! Out of curiosity, are the daily levels built by hand or algorithmically? Is there some way to measure their difficulty computationally, other than just trying to do it yourself or seeing how many people get a perfect score? I'm also working on a grid-based browser game and both those questions have come up for me, I'm keen to see how other people tackle it.
    • the_shiversa day ago
      All the daily levels are built by hand. I struggled to come up with a good random level generator. You can see my feeble attempts in the Edit page (via the hamburger menu) by giving the dice button a few sad clicks.

      I did originally try to measure the difficulty computationally by running the solver and timing it, but it didn't really line up with what humans would find difficult. Now I'm just eyeballing it.

    • pests2 days ago
      There is a built in map editor, click the hamburger menu.
  • zem2 days ago
    lots of fun! the fact that the walls spill over the square boundaries is very annoying though, i would love to have an option to just make a wall a filled in square without the 3d effect.
  • rob0012 days ago
    This is a very cool and enjoyable game. I'd be really interested in knowing what framework/library was used to make it. I inspected the source and can see the game is done on canvas, but can't work out more than that.
    • Retr0id2 days ago
      I wouldn't be surprised if they're just rawdogging the canvas API
    • daneel_w2 days ago
      The canvas API itself is pretty basic. It's not complicated at all to slap graphical tiles onto the screen.
    • the_shiversa day ago
      Just vanilla canvas + Typescript.
      • tasukia day ago
        Thank you for an interesting game! Is the code also available in a nicer-to-read way?
  • xg152 days ago
    Looks like some people have discovered the first "accidental" game mechanic: The horse can walk over cherry fields, but the player cannot place walls on them - so if a level designer places cherries strategically, they can create unblockable paths.

    Right now, this is only used for troll levels, but I wonder if you could also use it for some actual puzzles.

  • arthurjj2 days ago
    My 10 year old loves this game. He started playing it Wednesday or Thursday of last week and basically all of his screen time. Both trying to optimize and the level design scratch an itch that few games do
  • zachallaun2 days ago
    Ton of fun! Was interesting to see how my strategy evolved as well. I started out trying to make a large pen, but quickly realized that wouldn't work, so I made a small pen and then started moving it out. This allowed me to see individual optimizations and try alternatives. Even at the end, about to hit submit, I wasn't sure my solution was optimal, but ended up with the optimal sizse-86 solution for today's challenge. Will try again tomorrow!
  • nickponline2 days ago
    I think this problem is called the maximum-weight closure and can be solved as max flow. You want to find a cut between source (horse) so they were no out-going edges not in the cut (escape routes).
    • emil-lp2 days ago
      It's not the same problem. First, it's not directed, second it's a vertex separation problem.
  • omgmajk3 hours ago
    Very enjoyable work pastime!

    Great stuff :)

  • komodo992 days ago
    Usability, i'd like either a 'save/restore state' button, or a 'restore current best'. Right now, experimenting after finding a solution seems like a punishment if I can't recall exactly what I did to hit my rolling 'best'. Good game though!
    • abetusk2 days ago
      There is a button that restores your best, it's right under the current score.
  • dyigitpolat2 days ago
    just vibe-coded an optimizer for this game that takes in the screenshot of the grid and the number of walls as input, and spits out the optimal wall configuration (supports cherries too!)

    algorithm:

    1. infer grid dimensions

    2. color histogram analysis to designate grasses, water, cherries and horse

    3. apply mixed-integer linear programming to determine optimized wall placements

    4. profit!

    try: https://dyigitpolat.github.io/enclose-horse-solver

    source: https://github.com/dyigitpolat/enclose-horse-solver

  • dvh2 days ago
    > Horses can't move diagonally or over water.

    Ah the famous spherical horse in vacuum

  • DonThomasitos2 days ago
    I love it! I miss a way to see the reference solution, would be nice in order to learn. Or maybe get a hint.
  • niemandhier2 days ago
    This is surprisingly similar to a subset of the ARC II puzzles.

    The collected answered could probably be used to teach an AI to approach this type of problem thereby gaining some of the cognitive biases that humans have, which is exactly what you want in some cases: An AI that generates human like solutions to hard problems .

  • xg152 days ago
    I'm pretty sure the author got the domain first and then designed an (awesome) game around it.
  • grugdev422 days ago
    Love this! I feel like this would get a lot of traction as a mobile app. It's a perfect "I've got five minutes free" game.

    Doesn't feel outrageously difficult to put inside a webview?

  • DuncanCoffee2 days ago
    Nice game, I'm going to sink some time on these! Got 86 points today

    https://enclose.horse Day 8 PERFECT! 100%

  • naedish2 days ago
    A very fun game - it took quite a bit of fiddling to get an optimal solution using an LLM. Interesting as I haven't tried using them for 'unique' algo problems much. And then the day 9 puzzle broke my original solver (I had bounded areas that were unreachable to the horse so didn't actually score). Will be interesting to see whether the solver works on day 10.

    It would be interesting to be able to change the wall budget for each puzzle to add some variation (with a max limit).

  • hotsalad2 days ago
    Does each day's challenge come out at a certain time in your local timezone? I have a friend who is seeing day 9 when I can only see day 8. I'd request having new daily maps come out at a consistent global time for the purpose of competing with friends who live in different timezones.
    • the_shiversa day ago
      I tried to match what Wordle does, so it should come out midnight in your local timezone.
  • 2 days ago
    undefined
  • genekwame2 days ago
    Raaarhh. Perfect solution yesterday, perfect solution today! I'm really on a roll. Love love the game
  • roskelld2 days ago
    Enjoyed that.

    Removing a block was a bit fiddly on FireFox (Floorp) due to the right click menu appearing when I tried to click on a tile.

    Looking forward to tomorrows!

    • porphyra2 days ago
      I thought so too at first but you can just left click to remove the wall actually.
  • fwipsy2 days ago
    I expected the horse to move one tile for each block you placed. I had an elaborate plan to lure it towards one exit and then close it at the last minute... Nope!
    • Biganon2 days ago
      John Conway studied similar problems

      https://en.wikipedia.org/wiki/Angel_problem

    • zimpenfish2 days ago
      I did see a game recently which did that (you place a tile, the animal moves a tile, etc.) - possibly on itch.io. I'll see if I can dig it out.
      • OscarCunningham2 days ago
        There's an old Flash game called 'Chat Noir' where you have to trap a cat on a hexagonal grid. Here's a copy of it: https://www.hoodamath.com/games/chatnoir.html
        • zimpenfish2 days ago
          Ah, yes, the one I played recently was basically that (except it was a horse, I think.)
      • matsemann2 days ago
        I remember a game I played on my phone ~15 years ago called "Greedy Spiders". The spiders would move greedily towards something every move, but you could cut strings in their web so they would have to start a new route. So you would kinda have to lure them into going one direction while slowly chipping away at the web, until you could completely cut them off or force them to have to take a longer detour giving you more time to cut more of the web. Quite challenging after a while.
      • netsharc2 days ago
        A Windows 3.1 game called Rodent's Revenge: https://classicreload.com/win3x-rodents-revenge.html

        Video: https://www.youtube.com/watch?v=-r6CnPzTXKE

        Damn, the good old days when games didn't have loot boxes, ads, etc...

  • divbzero2 days ago
    The game dynamic feels a bit like Wordle: One puzzle per day and different solutions that you can compare with others.
  • sublinear2 days ago
    Fun game, but the animation style is too distracting for me. Maybe there should be an option to disable it or have it stop automatically.

    I didn't initially expect it would be a problem, but the constant squiggly movement gets very annoying.

  • eithed20 hours ago
    A nice easter egg - click on a horse, when enclosed, on mobile
  • Aardwolf2 days ago
    Nice puzzle! But I'd like a button to go back to your most optimal solution so far: it's tedious to try other options but then have to convert it back to your better solution again...
    • xp842 days ago
      There is one! Or maybe dev is just that fast. Tap where it says “Best: 67” and it reverts to previous best.
  • athrowaway3z2 days ago
    Great little game. For the community levels, I'd suggest adding filters based on size & walls.

    I'd even go so far as to deny any submission with more than sqrt(size) walls.

  • 2 days ago
    undefined
  • SteveJS2 days ago
    Wife’s comment: “Cherries? It needs to be an apple.”
  • alexjplant2 days ago
    Fantastic fun! My humble level contribution is here [1].

    [1] https://enclose.horse/play/44wCCO

  • croemer2 days ago
    I didn't realize level 1 gave me 11 (eleven) walls at first. I thought it stood for II = roman 2. Maybe use a font that makes the difference between 1 and I clearer.
  • DougN72 days ago
    Wow, that’s a lot more challenging than it looks. I agree with another commenter that the 3d blocks look confusing - they appear to cover two spaces.
  • atticus_2 days ago
    https://enclose.horse Day 8 PERFECT! 100%
  • sandyarmstrong2 days ago
    Is there guaranteed to be a solution that encloses the cherry? Is Day 8 the first day to have a cherry?
    • the_shiversa day ago
      So far, I haven't had the heart to deceive people with red cherrings. All levels with cherries use at least some of them in the solution.
  • nirolo2 days ago
    Very cool game. Immediately reminded me of pathery, which I can also recommend to everyone who enjoys this.
  • MagicMoonlight2 days ago
    This is a really fun game. And I just realised you can make your own levels!
  • 29athrowaway2 days ago
    A good game. Possibly the 2048 of 2026.
  • abhi555shek2 days ago
    Nice game! I could only play one game but wish I could play previous days' games as well
    • wseqyrku2 days ago
      You can. Checkout the Past Puzzles in the menu (top-right).
  • wirtzdan2 days ago
    So fun!

    I wonder how the wiggle animation is implemented in for the buttons and modal.

  • g0ran2 days ago
    Seeing tile animations immediately reminded me of Godzilla 2: War of the Monsters on NES.
  • Lammy2 days ago
    It's like ChuChu Rocket! + JezzBall; two of my favorite games!
  • godisdad2 days ago
    Looking forward to the AI enabled subscription version
  • sambuccid2 days ago
    I want a tool that visualizes code paths in this way
  • theo19962 days ago
    I dont understand what is the goal of this game
    • pests2 days ago
      Enclose the horse. Horse likes most space.
  • valleyer2 days ago
    Nice. Reminds me of Rodent's Revenge.
  • posed2 days ago
    I enjoyed it, thanks for making it!
  • Narushia2 days ago
    Happy Year of the Horse!
  • falloutx2 days ago
    Great game
  • menzoic2 days ago
    Leetcode problem
  • jerbearito2 days ago
    Very fun
  • genekwame2 days ago
    Raaarrrhh. Perfect solution yesterday, perfect solution today! I'm really on a roll lmao. Love it
  • maximgeorge2 days ago
    [dead]
  • zwaps2 days ago
    Which AI am I training here?