Congrats on the release!
Collapsible compass is not a choice of Euclidea, but a choice of Euclid. (Although, of course, one of the first things Euclid proves is that you can simulate a rigid compass with a collapsible compass: https://en.wikipedia.org/wiki/Compass_equivalence_theorem.)
I personally prefer the satisfaction of finding the solutions myself, even if it sometimes takes me months to solve a given puzzle (I usually end up putting it on hold for weeks and then revisiting with a fresh perspective).
Over the years, I amassed 430/535 stars, not bad but still quite some stars to go.
I always wondered how they came up with the minimal constructions and if they ever got them wrong?
I've been trying to draw Islamic designs, and the strict methods are very involved. For example this shows a very simple design, with construction lines then the final pattern:
I liked how it incentivizes finding efficient constructions, which made it competitive with friends.
I learned a lot from the game.
In the fourth task "Add the angles BAC and EDF on the given line GH", I drew the circles DF and EF in, then connected E and F with a line segment, and it told me that I solved the problem without touching the points GH at all...
Edit: In fact, simply drawing the line from E to F is already enough.
Edit 2: Similar when doing the "Perpendicular to line in a point not on a line": Drawing any perpendicular is enough, even if it is not going through that point.
This is a cool game concept and I feel like it compressed a lot of geometry intuition into a short period of time. I have a math degree but managed to never take a geometry class in college or high school, so this was the first time I've had my (non-existent) knowledge of geometry "graded."
I hope more games like this can be incorporated into the formal educational process in the future; I feel like my childhood video game addiction could have been exploited by the education system just as much as the gaming companies, but with a better outcome.
Maybe the same type of game could be made for other subjects, too.
I'd like to see the concept extended in 3d with augmented reality with a limited set of construction tools. Maybe I'll try to do that if I get the time.
Also, I just realized that I only played the tutorial! There goes my morning.
Edit: I just now tried Euclidea for the 1st time, and even tho its UX is a lot more polished, it starts off with lots of lines & midpoints. I appreciate that Ecocoru starts off with more circle-oriented problems, so that we can get a taste of using a compass. The 1st hexagon problem, though easy, was a joy to discover!
However, what you need is to equal circles from each end point, no matter the size as long as they overlap. So the solution here is to make a smaller circle on one point, and using the compass make a "copy" of that circle with the same radius at the other point.
Also, I had found some bugs. Like when we are asked to create a perpendicular, any line that starts properly and is almost done but isn't done fully is treated as solution. Also, when it asks to create a triangle, but the solution is complete, it still passes. Although one could argue that the solution would be reached either way, in future cases where a person is nowhere near the full solution might be confused when the game marks the puzzle as solved.
Thank you for the feedback. I will check that.
logitext.mit.edu/tutorial was also something similar, an interactive, puzzle-game like interface for proving statements in the sequent calculus. Maybe that can be an inspiration too?
If you do machining, carpentry, construction, etc. you find this kind of stuff is surprisingly central to everyday work - you'll use either geometry constructions or the concepts behind them CONSTANTLY. Very useful to peak your skills at doing drills like this.
Bravo!