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title: Sunflowers: Logic Puzzle Game | daily.dev
description: Sunflowers is a logic puzzle game where players use number clues to plant sunflowers on a grid. The game features five difficulty tiers — Easy, Medium, Hard,...
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> Use this file to discover all available pages before exploring further.

# Sunflowers: Logic Puzzle Game

**[Hacker News](https://daily.dev/sources/hn)** · 4 min read · 0 upvotes · 1 comments

## Summary

Sunflowers is a logic puzzle game where players use number clues to plant sunflowers on a grid. The game features five difficulty tiers — Easy, Medium, Hard, Extreme, and Insane — each defined by the reasoning techniques required to solve puzzles. Easy relies on single-clue deductions, Medium introduces subset comparisons, Hard adds overlap logic, Extreme uses forcing chains (what-if hypotheticals), and Insane demands longer chains plus an 'either-way' technique similar to Sudoku colouring. A 0–100 scoring system places each generated puzzle within its tier's band based on sub-metrics like chain depth and move counts. Estimated solve times are calculated per move type, and difficulty sliders let players tune how demanding generated grids must be.

## Full article

daily.dev links to this article rather than hosting it. Read it at the original source: <https://sunflowersgame.com/>

## Community take

How the wider developer community reacted, aggregated from 2 discussions and 120 comments across hackernews (as of 2026-07-27).

**TL;DR:** HN commenters genuinely enjoy the game and find it fun and well-designed, while also debating whether 'reverse minesweeper' is the right label and flagging several UX issues like difficulty scaling, click mechanics, and mobile layout bugs.

**Sentiment:** 60% positive · 30% mixed · 10% skeptical

**The case for**

- All clues visible from the start makes it a pure deduction puzzle with no guessing required, which commenters appreciate.
- The UI is described as cute, friendly, and well-designed with a focused scope.
- The developer is actively responsive to feedback and pushing fixes in real time.
- Puzzles are always logically solvable without guessing, unlike classic minesweeper.

**The pushback**

- Higher difficulty levels (Insane) are considered far too easy by experienced players.
- Single-click placing an X instead of a sunflower confused multiple players about the primary action.
- Mobile layout is broken on smaller screens with the puzzle cut off.
- The 'reverse minesweeper' label is widely debated as inaccurate or misleading.
- The mistake counter doesn't tell the player what the mistake was, causing confusion.
- Dark mode and the settings menu are hard to discover.

**By community**

- hackernews (positive): Commenters broadly enjoy the game and engage constructively with the developer, while debating the 'reverse minesweeper' label and surfacing concrete UX and difficulty-scaling issues.

**Hottest debate:** Whether the game deserves the 'reverse minesweeper' label, with multiple commenters arguing it is functionally identical to or only a minor variant of standard minesweeper.

**Open questions**

- Will the developer add larger grid sizes for players who find even 'Insane' too easy?
- Is there a portal/landing page aggregating all the developer's daily puzzle games?
- How are daily puzzles generated — purely via seeded PRNG or with additional heuristics?

**Highlights**

> Insane is still far too easy. For the highest skill level it should be -really- hard. Was still able to solve one in under 3 minutes. I -love- this idea though!!
> — [kybishop on hackernews](https://news.ycombinator.com/item?id=49059467)

> Single click places an x instead of a sunflower. I solved the puzzle but placed those xes instead of sunflowers and was confused why it doesn't say I solved it. I would suggest making a single click be the main action, ie placing a sunflower.
> — [bonoboTP on hackernews · 4 comments](https://news.ycombinator.com/item?id=49063734)

> In minesweeper you start with nothing visible and explore while avoiding the bombs. In this  you start with all of the hints visible and place the bombs. However in practice it is very similar since identifying where the bombs are to not click them is exactly the same logic as identifying where the bombs need to go. The only functional difference ends up being that all of the hints are visible upfront rather than needing to discover them.
> — [kevincox on hackernews · 1 comments](https://news.ycombinator.com/item?id=49059735)

> Yes this was possible in minesweeper but something I tried to eliminate in sunflowers. You never have to guess even at the hardest difficulty levels
> — [pompomsheep on hackernews](https://news.ycombinator.com/item?id=49062546)

> this is great! very nice ui, and quite challenging on the high difficulties. reminds me of 14mv a bit - and judging by the reactions to it on steam you're going to get so many false bug reports from people not used to the long deduction chains haha (a suggestion to try the hints near the feedback form might help curb this a bit..) one qol thing I missed is that clicking a number to fill in the neighbours only works for crosses and not sunflowers (and doesn't work for "0" clues)
> — [pillmillipedes on hackernews](https://news.ycombinator.com/item?id=49063486)

**Source threads**

- [hackernews](https://news.ycombinator.com/item?id=49057666) · 52 points · 98 comments
- [hackernews](https://news.ycombinator.com/item?id=49004762) · 4 points · 22 comments

## Community discussion

Top comments from developers on daily.dev.

**@markozakrajsekgeozs** · 0 upvotes

> So, no bombs? Flowers? :) Nice!

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---

Tags: [#data-science](https://daily.dev/tags/data-science), [#game-design](https://daily.dev/tags/game-design)

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