Description
Minescreamer is an audio-first reimagining of the classic puzzle game Minesweeper. Instead of relying on visual clue numbers, players identify bomb locations by listening to generative audio patterns.
As one of my first RNBO-to-JavaScript web experiments, the audio architecture was intentionally built as a direct procedural system. Eight distinct generative clue signals were designed in GenExpr within RNBO, each corresponding to the number of adjacent bombs on a revealed tile.
A tile with one adjacent bomb emits a single soft pulse; a tile surrounded by all eight possible bombs unleashes an aggressive, noisy eight-pulse burst. This transforms traditional Minesweeper deduction into a process of active listening and pattern recognition.
The game includes Easy, Medium, and Hard difficulty modes, with higher difficulties requiring more advanced deduction strategies such as subset logic and overlapping constraint analysis.
Minescreamer was also my first project to implement online persistence, featuring a global high-score board and a Wall of Shame for detonations, powered by Supabase.