First full game developer for Sherwood Media. Sudoku's fever was rising by then, and the game was a big success, reaching 13th position in ADeSe's PC game's Top Seller's list on December 2005.
The game was programmed from scratch in 30 working days, including our own algorithms and an extensive beta testing on all Windows systems (Windows 95 and above, finally raised minimum system version to Windows 98).
The solving algorithm was used as the core for the creation algorithm, which allowed a precission adjusting the game difficulty much better than other Sudoku games, featuring 5 different difficulty levels that felt really different to players.
The solving algorithms designed by synchrnzr was based in human solving techniques. Some techniques were not used, but we had the chance to include them later in its sequel, PC Sudoku Samurai + PC Kakuro. A quotient to evaluate board difficulty was based on how difficult was each move in order to reach the solution. The game features more starting numbers than those specified in the Sudoku's canonical rules for easy levels, giving a better chance for people who hadn't played Sudoku to get started. On the other side, the game is able to create very hard boards too, so that experienced people can find a real challenge in the game.
synchrnzr also considered that Sudoku was mainly a portable game, so he decided to add printing and editing capabilities to the game, allowing users to print a copy a Sudoku on paper to solve it wherever, whenever. Also added the ability to manually introduce Sudoku boards in the game, allowing users to check their solution or use the programs's hint system to solve them. Added a simple high score table and a simple save/load game system. The publisher, Planeta DeAgostini, suggested a 6x6 Junior game mode that was also included, using coloured drawings instead of numbers. Finally, a full manual and a brief history of the Sudoku were also embedded in the game.
The beta testing period didn't show many bugs, mainly some GUI object leaks and an incompatibility issue on Windows 95 which led us to raise minimum system requirements to Windows 98. A minor bug related with old monitor's refresh frequencies was reported and patched. The program was coded with Visual C++, using the old Win32 GUI API to get the maximum compatibility on Windows systems. Code and resources were packed into a single executable file that could've been easily distributed on-line if needed.
We decided to spend some time animating a couple of panels and adding some sound effects to the different events and actions, as well as some funny animal effects in the Junior mode.