As the author said: "Our sense that something is weird is often accurate, but our stories about precisely what the weirdness represents are often way, way off." It might have been better to start off with the general impression you had.
Yeah, it's my plan to implement daily levels, as well as weekly levels.
I was thinking of making weekly levels be very big (like 12x12) where I don't know what the par is myself, and have it be a challenge to see who in the community can figure out a way to get the lowest number of moves.
And daily levels would probably be more similar to the regular levels.
Thanks for replying. Since you're considering bigger levels, maybe three daily levels: easy / medium / hard.
On my games I usually go with five levels [1], in different tabs that can be solved concurrently, from very easy to very hard. People seem to enjoy the progression.
It took me a while to get past the instruction screen (I needed to press space, then "E" for english, then press escape) Now I can't seem to figure out the controls for the actual game.
The way I thought of it was 0=white 1=black. I used the term XOR when posting on hacker news because I thought people here might have an intuition about the kind of patterns it could form in 2D