<?xml version="1.0" encoding="UTF-8"?>
<rss version="2.0" xmlns:atom="http://www.w3.org/2005/Atom" xmlns:dc="http://purl.org/dc/elements/1.1/">
  <channel>
    <title>DEV Community: Beatix Studio</title>
    <description>The latest articles on DEV Community by Beatix Studio (@beatixstudio).</description>
    <link>https://dev.to/beatixstudio</link>
    <image>
      <url>https://media2.dev.to/dynamic/image/width=90,height=90,fit=cover,gravity=auto,format=auto/https:%2F%2Fdev-to-uploads.s3.us-east-2.amazonaws.com%2Fuploads%2Fuser%2Fprofile_image%2F4223041%2F41711f92-7c63-4789-b13b-15dd7a5effb8.jpg</url>
      <title>DEV Community: Beatix Studio</title>
      <link>https://dev.to/beatixstudio</link>
    </image>
    <atom:link rel="self" type="application/rss+xml" href="https://dev.to/feed/beatixstudio"/>
    <language>en</language>
    <item>
      <title>Solvable by Construction: Building a Level Generator That Proves Its Own Levels</title>
      <dc:creator>Beatix Studio</dc:creator>
      <pubDate>Mon, 02 Nov 2026 20:10:52 +0000</pubDate>
      <link>https://dev.to/beatixstudio/solvable-by-construction-building-a-level-generator-that-proves-its-own-levels-2je3</link>
      <guid>https://dev.to/beatixstudio/solvable-by-construction-building-a-level-generator-that-proves-its-own-levels-2je3</guid>
      <description>&lt;p&gt;Most puzzle games generate levels and hope they are solvable. For Arrow Puzzle, my tap-away game, I wanted a guarantee instead.&lt;/p&gt;

&lt;p&gt;The trick is to build backwards. The generator places winding, snakes-style arrows on the board, then removes them in a recorded order — an order in which each arrow's exit path is clear at the moment it is removed. Replaying that recorded order is, by construction, a valid solution. A separate verifier then replays it once more before the level ships, so an unsolvable level cannot reach a player.&lt;/p&gt;

&lt;p&gt;Difficulty is scored per level and paced as a sawtooth: ramp, ramp, ramp, HARD, relief — with a boss board every 10 levels. From level 6, every second level is shaped like a picture (dog, star, rocket, smiley — 49 shapes, dealt from a no-repeat deck), and board sizes jitter and grow up to 35x35 by level 200.&lt;/p&gt;

&lt;p&gt;Help is adaptive but honest: after repeated fails the game offers a free hint, later a skip — it never secretly changes the board.&lt;/p&gt;

&lt;p&gt;The game is &lt;a href="https://malik900.github.io" rel="noopener noreferrer"&gt;Arrow Puzzle&lt;/a&gt; — free on Google Play if you want to try the boards yourself: &lt;a href="https://play.google.com/store/apps/details?id=com.arrowpuzzle.puzzlegames" rel="noopener noreferrer"&gt;https://play.google.com/store/apps/details?id=com.arrowpuzzle.puzzlegames&lt;/a&gt;&lt;/p&gt;

</description>
      <category>gamedev</category>
      <category>android</category>
      <category>kotlin</category>
      <category>puzzle</category>
    </item>
  </channel>
</rss>
