Blind guessing
A fair puzzle should not require random trial-and-error as the normal solving path.
SudoSketch aims for puzzles that feel fair, logical and human-solvable rather than random grids that force blind guessing.
The number of starting clues matters, but it does not tell the whole story. A puzzle with many clues can still be awkward, and a sparse-looking puzzle can sometimes solve cleanly if the logic path is fair.
SudoSketch treats difficulty as a question of logic: what techniques are needed, how much candidate tracking is required and whether a human solver can make steady progress.
That matters because Sudoku should feel like deduction, not like poking a grid until something gives up.
A fair puzzle should not require random trial-and-error as the normal solving path.
Beginner puzzles should not secretly require advanced techniques.
Difficulty should not be judged only by how many givens are visible.
Players improve when puzzles give them the right level of resistance. Too easy and nothing is learned. Too hard and the player assumes they are the problem, which is rude behaviour from a square.
A human-friendly puzzle lets the player practise the next useful idea without being ambushed by technique jumps three levels too high.
It means the puzzle is designed around a fair logical solving path rather than blind guessing.
No. Sudoku difficulty depends on the required solving logic, not just the number of starting clues.
A well-designed standard Sudoku puzzle should be solvable by logic alone.