Happy Minesweeper by torte478
It's just a classic Minesweeper. Or it isn't...
Controls
LMB — action
RMB — set flag

| Link | https://github.com/torte478/gameJams/tree/ludum-dare-51/minesweeper |
| Link | https://torte478.itch.io/happy-minesweeper |
| Original URL | https://ldjam.com/events/ludum-dare/51/happy-minesweeper |
Ratings
| Overall | 89th | 3.79⭐ | 33🧑⚖️ |
| Fun | 124th | 3.629⭐ | 33🧑⚖️ |
| Innovation | 59th | 3.871⭐ | 33🧑⚖️ |
| Theme | 203th | 3.672⭐ | 34🧑⚖️ |
| Graphics | 231th | 3.469⭐ | 34🧑⚖️ |
| Audio | 134th | 3.531⭐ | 34🧑⚖️ |
| Humor | 24th | 3.983⭐ | 31🧑⚖️ |
| Mood | 39th | 3.919⭐ | 33🧑⚖️ |
| Given | 33🗳️ | 40🗨️ |
You told us a great story about mankind and their foolish actions with minesweeper. Well done!
Oh boy was I wrong.
As for my review - I have only thanks.
Well done.
Here's the video for extra feedback:
https://www.youtube.com/watch?v=_aujoJemKW4
I somehow got extremely unlucky in the first level and managed to explode 4 mines in a row
Overall very fun game
I feel like the game was trying to teach me a lesson without ramming it down my throat (which I also loved).. and if I hadn't played it so late at night I might have got kind of reflective and learned something / come to some sort of conclusion.
Dug the sound the music and sound effects fit in well.
Only quality of life thing I missed was that part in minesweeper where clicking an empty square reveals the other empty squares around it - because I'm lazy.
What I'm saying is I think it's specifically designed this way. The cruelty and unfairness is the point. "It felt like I was losing a life for no reason" is exactly what the designer intended. Even on level 2. After all, it seems they had the technology to generate the level after the first click (as they do in the first and third levels), but they chose to leave it this way.
I think the reason this one works a little better for me is that it incorporates the gameplay into the anti-war theme really well. It's not just discussing the theme through dialogue, the game is built around it.
What impressed me most is that this had a few moments where the gameplay loop was altered for the sake of narrative. Like the first level having you always land on a mine initially, and then having the game go silent until you go to recruit soldiers. Or the third level being generated so the soldier be surrounded by mines, and being completely silent until they die. It takes a lot of extra work to break the core gameplay loop like this, and I think it works well.
Speaking of the last level, it seems to me that the conclusion being expressed here is something like "the problem with war is that you eventually run out of soldiers". Obviously we're supposed to sympathize with the soldiers as well, but ultimately if there were more people to draft, we would have been able to clear the final minefield.
The morality here feels a little lopsided to me. I think that the player is vilified somewhat by being the one to draft soldiers who will eventually be buried, but apart from that, the player's military is totally victimized here. Our soldiers are never depicted as killing enemies. Our intentions are only to clear minefields. It seems to me that the player's military must be weak, defending ourselves from some imperialist power. This is supported by the fact that our military is destroyed to the point that we literally run out of people to clear minefields with.
I guess what I'm saying is that I think the game was going a bit too easy on the player as an actor of war. Our military and our goals are just too sympathetic in the existing game. I think the idea of a soldier being surrounded by mines and just having to wait to be killed is clever and effective, but I think it serves the wrong conclusion as the final moment of the game. By solely treating friendly soldiers as the only victims of this war, the game becomes "anti-the-opposing-force-in-war" rather than "anti-war".
One more thing about the messaging. I think the final screen that says "stop war" with sad guitar playing was a little too much for my taste. Despite my over-analysis of the theme above, you have incorporated your theme into the gameplay really well. Because of this, you had the opportunity to let the gameplay speak for itself. I wish you had done that. As it is now, the "stop war" statement is the least effective expression of the theme in the entire game, and it's unfortunately the one that the game leaves us with.
About the gameplay itself. I wasn't sure how I felt about being shot at every 10 seconds at first, but now I think it's my favorite aspect of the gameplay. Ultimately, it made the game a lot more frantic and nerve wracking. It made me take care to think through as much of the minefield as I could while I had no soldiers on the battlefield. I think this is all cohesive with the anti-war theme, and emotionally effective. Great job here.
I will say that I wish the minefield didn't disappear while a soldier was moving. I think the goal here was to make it a little more cinematic? It was just kind of frustrating, as I wanted to make sure I spent my time wisely while a soldier was on the field.
I think this review may seem a bit harsh. That's not my intention. I really think this is an impressive compo game, and one of the best "serious" jam games I've played. The fact that I even have so much to say about it speaks to how effective it was. Great job overall.
I am glad that my game caused emotions and thoughts. Thank you again =)