This is my first post here so take that into account in case I ask something stupid. I am just starting with Blinks development (even before having any Blinks with me) and I have a couple of questions that I am sure someone will have the answer to.
1 - I assume every game designed so far do not use a lot of Blinks as the minimum configuration, right? What would be the usual number? 8 at most? 10? The reason I ask is because I decided to work on game (not designed by me, but that I always loved) that in its usual configuration would need around 60 blinks. I do understand there are probably not that many people with all those blinks (I ordered 60 in total, but I am probably the exception). Is this just too crazy? This is the game, BTW (https://www.yucata.de/en/Rules/Hexxagon). Note it can be played with less than 60 Blinks, but not much less than that).
2 - I would probably need to use some network flood fill algorithm because at various states I will want to validate the board. Is there a common strategy for that generally used with Blinks?
Thanks in advance.
Ps: I am also working on getting TinyGo (https://tinygo.org) to support Blinks so one can use Go instead of C for development if one so chooses. The advantage is mostly, in my option, a nicer syntax for writing programs as the amount of memory in a blink is so small that most of the nice features Go provide are not very useful in this context.