Hi Community! I have some spare promo codes to give away. Grow - Expand & Conquer Patrik Schmittat Grow is a new and innovative puzzle game. While the game mechanics of Grow are nice and simple, its levels will surely c… Free Buy Now Watch Media DetailsGrow is a new and innovative puzzle game. While the game mechanics of Grow are nice and simple, its levels will surely challenge you. You start with one field and grow on until you capture the entire board. The trick is, though, not to run into a dead end. And don’t worry, if you’re a real smarty-pants and finish all levels before we manage to put out an update with new ones, you can always fall back on our unlimited supply of random levels. And we dare you to play at the toughest difficulty level. Why you will love Grow: - A fun, addictive and challenging game - Unlimited number of levels - New features introduced throughout the campaign - Simple game mechanics - Beautiful and clean design - Challenge your friends on Facebook and compete for top scores - Earn badges and find hidden secrets y2kmp3, Toucharcade forum user "Brilliant puzzle game. Deceptively simple mechanics that are actually quite deep." Davey Decoy, Email feedback "One of the best puzzle games I have ever played." Information Seller:Patrik Schmittat Genre:Board, Puzzle Release:Dec 11, 2014 Updated:May 07, 2015 Version:1.1.1 Size:12.7 MB TouchArcade Rating:Unrated User Rating: (1) Your Rating:unrated Compatibility:HD Universal Release date: 12/11/2014 (it’s brand new) Website: http://www.enjoygrow.com Facebook: http://www.facebook.com/EnjoyGrow Twitter: http://www.twitter.com/EnjoyGrow And here are the codes! PRJLXEPA6TJE, HH7F9AL9LR9A, Y94N6LJWP4XM, P3LAMPY746E9, N9KPRK4YT4PY, NLPKFXKNXWAK, J4JTEK7H9XFW 9KXP4M94TLKA, H69PXTN7FR67, NF7KTKMFNAXR, T949RJ6KTKM9, PPJHYLR4TNF3 FE4XLXM3PPHA, E9HPXN7TH3WJ, T7HE3JP7T4PF, R64T3ELNMY6J, XY4KKKFTPLMY, HLNF34AKFRJH, NJW439NHKMP6, 3LFHXNPAFY6F, JJ77TFMXELR4, MLAFJHA4P9KF, JN76HW437AWT New codes added: 967J9YAXJYYJ 9437P73TLWWL HRNXTJMXMAX6 EAEHFXTEML99 AAF399KMTM7F EFWRK4JFWRLJ MM36JMWRN6FR L447464A4MK3 KPJ9A6R9M4AK T9LX6XKXW7FK 4KML7THKLXEF YLWMHXETF7X3 ENE9YWLRFYXM FWYA66TYKXLF THXE77HYWXWE There are a few posts in this thread were a user reviewed and commented on the game and a bigger answer post about game mechanics and game backgrounds. Refere to posts 8 to 11. And if you like, here is the AppStore Preview video to get a first look: Subscribe to the TouchArcade YouTube channel coolpepper43 ð® Spam Police ð Aug 31, 2012 4,615 7 38 On the toilet #2 coolpepper43, Dec 13, 2014 Thank you!!!!! HH7F9AL9LR9A wnaid Well-Known Member Dec 7, 2014 76 0 0 #3 wnaid, Dec 13, 2014 Y94N6LJWP4XM Thank you Lavender Well-Known Member Dec 31, 2013 2,967 0 36 United States #4 Lavender, Dec 13, 2014 all codes redeemed EnjoyGrow Member Dec 13, 2014 10 0 0 http://www.enjoygrow.com #5 EnjoyGrow, Dec 13, 2014 Added 6 more codes above. Hope you enjoy! y2kmp3 Well-Known Member Jun 25, 2010 1,784 3 38 #6 y2kmp3, Dec 14, 2014 Last edited: Dec 14, 2014 Saw the trailer. The mechanics are completely opaque to me. Can you explain a bit more about the core rules? What is this capturing? How are the tile values determined? What are the rules that determine a tile turning red in color? What are the rules that determine what direction the chain can be extended (that is, where the arrow will be placed)? psj3809 Moderator Jan 13, 2011 12,747 543 113 England #7 psj3809, Dec 14, 2014 Codes all gone y2kmp3 Well-Known Member Jun 25, 2010 1,784 3 38 #8 y2kmp3, Dec 22, 2014 Last edited: Dec 22, 2014 Disclaimer: I received an invite from the developer to try out this game. Has anyone else given this a try? I am very surprised (pleasantly) to see the mechanics of this game. It is akin to "grow the snake" but is different enough and novel enough that it falls distinctly into his own. The game has a tutorial, but this is one of the few occasions that I had to stare at the tutorials for a while because I understood the rules and logics of the game. Why are some tiles not numbered? In some cases, the trailing tiles are not numbered. In other cases, they are. In some cases, the number on the ending tile disappears. In other cases, the number stay. It appears that the numbers are shown only if at least of the neighboring tiles are not occupied (though even this is not universally true, e.g., Tutorials 6 & 7 and others), regardless of whether or not the current tile is expandable. But why this visual cue? It does not seem to give additional info unless it is an expandable tile. Can't figure that one out. I am very interested in knowing from the developer how these levels are crafted and designed. Since there is an endless mode, I presume that there is have a "generator" which can generate the levels algorithmically. In a few levels I tried, there were some minor solution variants, in that the same path could be filled by extending different blocks into different directions. However, can there exist alternate solutions that are significantly different? Also, I want to know from the developer if these different solutions are considered all "equally" efficient. Are there solutions that are "more" efficient than others because you only need to "extend" (pressing the arrow button) fewer number of times? This may be one of those games that may end up surprised me as a puzzle fan. Very, very intrigued. PS: Shouldn't the app be Universal and not iPhone only? Very odd to restrict to an iPhone release. psj3809 Moderator Jan 13, 2011 12,747 543 113 England #9 psj3809, Dec 22, 2014 Its frustrating when the codes are gone and no one writes a word about the game, even the people above who took a code. They may as well be anonymous if they dont bother to say if a games good or not 9 days later Whats the point in taking the code if they cant spend 3 minutes writing about whats good/bad about the game. The promo codes are 'promotional codes' so its handy if the people who take a promo code let us know whats good about them. y2kmp3 Well-Known Member Jun 25, 2010 1,784 3 38 #10 y2kmp3, Dec 22, 2014 Last edited: Dec 24, 2014 Update: Just finished game. Brilliant puzzle game. Deceptively simple mechanics that are actually quite deep. An unspoken challenge to the game is that the order or sequence of steps you take to grow the "snake" can be extremely important. This is because many solutions require multiple "heads" of the "snake" to be grown, but these "heads" interact with each other to determine the number of tiles a "head" can be extended. Thus, you can lock yourself out of a solution if you are extending the "snake" out of order. This is particularly true for puzzles with tiles that impose a "status effect" such as adding or subtracting the number of tiles you can extend. I found this particular mechanic to be brilliantly implemented, adding to a new twist to the core mechanics. The rules of the game is a bit opaque. I encourage the developer to make clearer the explanations in the tutorial. The developer is right not to make the puzzles overly complicated. With experience, each level can be solved in less than a minute (most of the time just seconds). This keeps the pace of the game up and very satisfying to solve. psj3809, Have you tried PM'ing the developer EnjoyGrow? The developer got in touch with me via PM. I also think the developer is still actively checking the board. I am indeed very curious of your opinion of the mechanics and solution space for this game. I only tried a few levels, but I can already see that the game can get incredibly difficult (in a good way) by expanding the game board and increasing the number of tiles that can be expanded (not all ends of the "snake" can be expanded, only when there are enough spaces ahead, a constraint that is set by the shape and size of the game board). I am interested to know from the developer what constraints are placed so to lessen the trial and error needed in that they the level can be solvable via heuristic by learning patterns of expansion that are possible by certain combination of taps. EnjoyGrow Member Dec 13, 2014 10 0 0 http://www.enjoygrow.com #11 EnjoyGrow, Dec 28, 2014 @all: Currently we have spent all promo codes that Apple provides with each app update. But an 1.0.2 update is already submitted to Apple for review and once it get's released I will happily provide more codes here. @psj3809: I just sent you a promo code via board mail. I hope you enjoy the game! @y2kmp3: Thank you for your feedback and questions. I will try to answer them. Please feel free to ask about details if I don't cover all points! Core Rules Essentially the goal is to fill the board of each level completely with color. To do that a single tile can be grown in on direction according to the number printed on it. A tile with a 3 can grow and then cover the next three tiles in one direction. The other part of the magic is how the numbers on each tile are calculated. That's following a very simple math rule: 1 + the number of tiles in the 4-cross neighbourhood that are also already colored. So a tile with one colored neighbour has the power to expand by 2, a tile with three neighbours can expand by 4. Side rules are that a tile that can grow by a number also must grow exactly by that number. If the free tiles in one direction are not enough than a grow in that direction is not possible. With the more complex levels the challenge is to find the order of moves that fill the whole board withouth blocking yourselves or running into dead ends. It's a bit hard to describe why and how the order should be so important, but it is. Why are some tiles not numbered? First there are tiles that have a bright strong color and tiles that have a faded color. Tiles with a faded color can not expand anymore, because there are now free tiles in the neighbourhood or because their current power is to high and there is space but not enough to grow. A bright colored tiles shows the number on it because it can grow. So the number is on it to show the power. On faded tiles the number is printed in case there is a free tile in the neighbourhood. So the player can see what the power of this tile is and then see why the tile can not be extended. I admit in version 1.0 there was an error displaying those numbers a bit to often even if there are no free tiles around. In the very first version of the game we implemented and tested with some friends we got the feedback that the number should be displayed. They found it hard, at least for the first two episodes, to calculate the numbers by themselves and later gave the feedback that, once they understood the rules, the calculation is always the same and it's only a burden to do it onselves. Printing the number helps to focus on solving the board rather than counting tiles and wasting time with finding out which tiles could grow by what amount. I am very interested in knowing from the developer how these levels are crafted and designed. Well, we have a random level generator which is used to create the random levels available in the app. Creating a new level is pretty easy. Just take a white paper, draw a grid, place the later introduced extensions randomly and then start from somehwere by "playing" the game in a way that you randomly choose a possible step. Do that until you have your desired amount of steps and then remove all unused tiles and elements. That's it in the easy version. We tunded that process in terms of where and how the elements are placed, but you get the basic idea. Additionally we have a second app that really acts like a level editor. You can imagine that really as an app where you can draw a board, place elements by hand, select which tiles can be captured, ... and then play this game and see if it is fun. If it is, it might find it's way into the episodes. On top of that we have an automatic solver that takes given game and computes if it is solvable. That's often easier when drawing a new level to quickly test if there is a solution. This also computes some metrics that help to understand about the complexity of a level. For example Board II in Episode 2 has solutions of different action length. You can solve it with 6, 7 and 8 grow actions. Most people find the relatively trivial solution with 6 grow actions. And there are other boards that can be solved in totally different ways. Of course there are also those solutions that are different only by the order of actions but with the same grow actions in total. iPhone, and iPad? Yes, of course there should be an iPad version as well. There is no reason there shouldn't be one. But we belong to the group of iOS developers that strongly believe that an iPad app interface should not just be the scaled up version of the iPhone interface. This would be easy to do, but is not the optimal and cool solution. The bigger screen not only is bigger but also asks for an own and specific screen layout. Even if simple we tend to not just enable a just scaled iPad interface for the first release, because if you do so... you won't start an iPad interface very soon. There is always something better to do because 'hey, we have iPad... that's enough for the moment'. On the other side we wanted to get out with the game and see if the world likes it. If so then we will cover iPad when it's time and then in the right way so a user can say 'yes, that's an iPad interface and not just a blown up iPhone interface with a lot of white space we can not fill with content. I encourage the developer to make clearer the explanations in the tutorial. The tutorial itself is the one element that took almost the same time to implement/iterate as the rest of the app. We tried many approaches with test users to find something that works. And we are still looking. That's why your feedback is very important to us. In on of the first versions we had a lot of text on screen explaining the rules and mechanics... that failed. Almost none of the test users did bother to read the text. They always simply click 'next' and want to get to the game. That's something many other game developers found out too. Users don't like to ready handbooks. Everything must just work and explain itself. So we tried to strip away as much text as possible and tried to create tutorial levels that show the game mechanics. That was better, but we admit we are not yet perfect and satisfied with this. For example we also had animations pumping 'energy' from one tile to another to better communicate that captured tiles interact with each other. But in the end there was so much movement on the screen that this didn't help to see the big picture either. So any hint or idea may help! And that for we are very thankful! As well as for any other kind of feedback! By the way, we are already planing our 1.1 release with new game mechanics and episodes ;-) y2kmp3 Well-Known Member Jun 25, 2010 1,784 3 38 #12 y2kmp3, Dec 29, 2014 Hi, EnjoyGrow, Thank you so much for answering my questions on how the game was originally conceived and developed. I enjoyed reading your explanation very much. Thank you also for confirming my observation about the tile numbering. Indeed, I was initially puzzled by why some tiles were numbered and others were not, even though I generally understood what the numbering was supposed to do as a cue to aid the player. I look forward to seeing the 1.1 update. There is a lot of potential to this game that is ripe to be explored and expanded as a top-tiered puzzler. Converting the app to Universal may also help to expand attract gamers who want to play this game on an iPad. EnjoyGrow Member Dec 13, 2014 10 0 0 http://www.enjoygrow.com #13 EnjoyGrow, Jan 5, 2015 10 new codes added in first post! forsakenxe Well-Known Member Oct 23, 2014 709 0 16 #14 forsakenxe, Jan 7, 2015 Looks interesting And your Post above reads very well. MLAFJHA4P9KF will give it a go but i woul Love an iPad Version as well, Hope you figure out a way to make it work there Soon forsakenxe Well-Known Member Oct 23, 2014 709 0 16 #15 forsakenxe, Jan 7, 2015 Last edited: Jan 7, 2015 I really like this Game. It runs extremly well And is quite challenging. The Tutorial IS okish but i learned More by just Playing the First Few Levels. For this Price it is a steal Edit: is there a hint Button which i am missing? If not i Would Love to See one Added ojtitus Well-Known Member Jul 7, 2010 3,228 5 38 Male Canton, Ohio #16 ojtitus, Jan 7, 2015 Redeemed XY4KKKFTPLMY, Thank You! EnjoyGrow Member Dec 13, 2014 10 0 0 http://www.enjoygrow.com #17 EnjoyGrow, Jan 7, 2015 Thanks to all of you for the positive feedback! @forsakenxe: Well, yes. As written in the bigger post above we are still trying to get that right. Since we are very busy working on version 1.1 with new mechanics I can also already tell that we have something like a "give me a hint" planned for those who struggle with specific levels but like continue playing. So, coming ;-) EnjoyGrow Member Dec 13, 2014 10 0 0 http://www.enjoygrow.com #18 EnjoyGrow, Feb 5, 2015 Today version 1.1 of Grow was released. To celebrate I'll give away 15 new codes, enjoy! 15 new codes added in first post! jonwilf Well-Known Member Aug 13, 2014 92 1 8 #19 jonwilf, Feb 5, 2015 Used THXE77HYWXWE, thanks Infinity89 Well-Known Member Apr 8, 2013 2,170 0 36 #20 Infinity89, Feb 5, 2015 Got 9437P73TLWWL. Thanks! (You must log in or sign up to post here.) Show Ignored Content Page 1 of 2 1 2 Next > Share This Page Tweet Your name or email address: Do you already have an account? No, create an account now. Yes, my password is: Forgot your password? Stay logged in
Saw the trailer. The mechanics are completely opaque to me. Can you explain a bit more about the core rules? What is this capturing? How are the tile values determined? What are the rules that determine a tile turning red in color? What are the rules that determine what direction the chain can be extended (that is, where the arrow will be placed)?
Disclaimer: I received an invite from the developer to try out this game. Has anyone else given this a try? I am very surprised (pleasantly) to see the mechanics of this game. It is akin to "grow the snake" but is different enough and novel enough that it falls distinctly into his own. The game has a tutorial, but this is one of the few occasions that I had to stare at the tutorials for a while because I understood the rules and logics of the game. Why are some tiles not numbered? In some cases, the trailing tiles are not numbered. In other cases, they are. In some cases, the number on the ending tile disappears. In other cases, the number stay. It appears that the numbers are shown only if at least of the neighboring tiles are not occupied (though even this is not universally true, e.g., Tutorials 6 & 7 and others), regardless of whether or not the current tile is expandable. But why this visual cue? It does not seem to give additional info unless it is an expandable tile. Can't figure that one out. I am very interested in knowing from the developer how these levels are crafted and designed. Since there is an endless mode, I presume that there is have a "generator" which can generate the levels algorithmically. In a few levels I tried, there were some minor solution variants, in that the same path could be filled by extending different blocks into different directions. However, can there exist alternate solutions that are significantly different? Also, I want to know from the developer if these different solutions are considered all "equally" efficient. Are there solutions that are "more" efficient than others because you only need to "extend" (pressing the arrow button) fewer number of times? This may be one of those games that may end up surprised me as a puzzle fan. Very, very intrigued. PS: Shouldn't the app be Universal and not iPhone only? Very odd to restrict to an iPhone release.
Its frustrating when the codes are gone and no one writes a word about the game, even the people above who took a code. They may as well be anonymous if they dont bother to say if a games good or not 9 days later Whats the point in taking the code if they cant spend 3 minutes writing about whats good/bad about the game. The promo codes are 'promotional codes' so its handy if the people who take a promo code let us know whats good about them.
Update: Just finished game. Brilliant puzzle game. Deceptively simple mechanics that are actually quite deep. An unspoken challenge to the game is that the order or sequence of steps you take to grow the "snake" can be extremely important. This is because many solutions require multiple "heads" of the "snake" to be grown, but these "heads" interact with each other to determine the number of tiles a "head" can be extended. Thus, you can lock yourself out of a solution if you are extending the "snake" out of order. This is particularly true for puzzles with tiles that impose a "status effect" such as adding or subtracting the number of tiles you can extend. I found this particular mechanic to be brilliantly implemented, adding to a new twist to the core mechanics. The rules of the game is a bit opaque. I encourage the developer to make clearer the explanations in the tutorial. The developer is right not to make the puzzles overly complicated. With experience, each level can be solved in less than a minute (most of the time just seconds). This keeps the pace of the game up and very satisfying to solve. psj3809, Have you tried PM'ing the developer EnjoyGrow? The developer got in touch with me via PM. I also think the developer is still actively checking the board. I am indeed very curious of your opinion of the mechanics and solution space for this game. I only tried a few levels, but I can already see that the game can get incredibly difficult (in a good way) by expanding the game board and increasing the number of tiles that can be expanded (not all ends of the "snake" can be expanded, only when there are enough spaces ahead, a constraint that is set by the shape and size of the game board). I am interested to know from the developer what constraints are placed so to lessen the trial and error needed in that they the level can be solvable via heuristic by learning patterns of expansion that are possible by certain combination of taps.
@all: Currently we have spent all promo codes that Apple provides with each app update. But an 1.0.2 update is already submitted to Apple for review and once it get's released I will happily provide more codes here. @psj3809: I just sent you a promo code via board mail. I hope you enjoy the game! @y2kmp3: Thank you for your feedback and questions. I will try to answer them. Please feel free to ask about details if I don't cover all points! Core Rules Essentially the goal is to fill the board of each level completely with color. To do that a single tile can be grown in on direction according to the number printed on it. A tile with a 3 can grow and then cover the next three tiles in one direction. The other part of the magic is how the numbers on each tile are calculated. That's following a very simple math rule: 1 + the number of tiles in the 4-cross neighbourhood that are also already colored. So a tile with one colored neighbour has the power to expand by 2, a tile with three neighbours can expand by 4. Side rules are that a tile that can grow by a number also must grow exactly by that number. If the free tiles in one direction are not enough than a grow in that direction is not possible. With the more complex levels the challenge is to find the order of moves that fill the whole board withouth blocking yourselves or running into dead ends. It's a bit hard to describe why and how the order should be so important, but it is. Why are some tiles not numbered? First there are tiles that have a bright strong color and tiles that have a faded color. Tiles with a faded color can not expand anymore, because there are now free tiles in the neighbourhood or because their current power is to high and there is space but not enough to grow. A bright colored tiles shows the number on it because it can grow. So the number is on it to show the power. On faded tiles the number is printed in case there is a free tile in the neighbourhood. So the player can see what the power of this tile is and then see why the tile can not be extended. I admit in version 1.0 there was an error displaying those numbers a bit to often even if there are no free tiles around. In the very first version of the game we implemented and tested with some friends we got the feedback that the number should be displayed. They found it hard, at least for the first two episodes, to calculate the numbers by themselves and later gave the feedback that, once they understood the rules, the calculation is always the same and it's only a burden to do it onselves. Printing the number helps to focus on solving the board rather than counting tiles and wasting time with finding out which tiles could grow by what amount. I am very interested in knowing from the developer how these levels are crafted and designed. Well, we have a random level generator which is used to create the random levels available in the app. Creating a new level is pretty easy. Just take a white paper, draw a grid, place the later introduced extensions randomly and then start from somehwere by "playing" the game in a way that you randomly choose a possible step. Do that until you have your desired amount of steps and then remove all unused tiles and elements. That's it in the easy version. We tunded that process in terms of where and how the elements are placed, but you get the basic idea. Additionally we have a second app that really acts like a level editor. You can imagine that really as an app where you can draw a board, place elements by hand, select which tiles can be captured, ... and then play this game and see if it is fun. If it is, it might find it's way into the episodes. On top of that we have an automatic solver that takes given game and computes if it is solvable. That's often easier when drawing a new level to quickly test if there is a solution. This also computes some metrics that help to understand about the complexity of a level. For example Board II in Episode 2 has solutions of different action length. You can solve it with 6, 7 and 8 grow actions. Most people find the relatively trivial solution with 6 grow actions. And there are other boards that can be solved in totally different ways. Of course there are also those solutions that are different only by the order of actions but with the same grow actions in total. iPhone, and iPad? Yes, of course there should be an iPad version as well. There is no reason there shouldn't be one. But we belong to the group of iOS developers that strongly believe that an iPad app interface should not just be the scaled up version of the iPhone interface. This would be easy to do, but is not the optimal and cool solution. The bigger screen not only is bigger but also asks for an own and specific screen layout. Even if simple we tend to not just enable a just scaled iPad interface for the first release, because if you do so... you won't start an iPad interface very soon. There is always something better to do because 'hey, we have iPad... that's enough for the moment'. On the other side we wanted to get out with the game and see if the world likes it. If so then we will cover iPad when it's time and then in the right way so a user can say 'yes, that's an iPad interface and not just a blown up iPhone interface with a lot of white space we can not fill with content. I encourage the developer to make clearer the explanations in the tutorial. The tutorial itself is the one element that took almost the same time to implement/iterate as the rest of the app. We tried many approaches with test users to find something that works. And we are still looking. That's why your feedback is very important to us. In on of the first versions we had a lot of text on screen explaining the rules and mechanics... that failed. Almost none of the test users did bother to read the text. They always simply click 'next' and want to get to the game. That's something many other game developers found out too. Users don't like to ready handbooks. Everything must just work and explain itself. So we tried to strip away as much text as possible and tried to create tutorial levels that show the game mechanics. That was better, but we admit we are not yet perfect and satisfied with this. For example we also had animations pumping 'energy' from one tile to another to better communicate that captured tiles interact with each other. But in the end there was so much movement on the screen that this didn't help to see the big picture either. So any hint or idea may help! And that for we are very thankful! As well as for any other kind of feedback! By the way, we are already planing our 1.1 release with new game mechanics and episodes ;-)
Hi, EnjoyGrow, Thank you so much for answering my questions on how the game was originally conceived and developed. I enjoyed reading your explanation very much. Thank you also for confirming my observation about the tile numbering. Indeed, I was initially puzzled by why some tiles were numbered and others were not, even though I generally understood what the numbering was supposed to do as a cue to aid the player. I look forward to seeing the 1.1 update. There is a lot of potential to this game that is ripe to be explored and expanded as a top-tiered puzzler. Converting the app to Universal may also help to expand attract gamers who want to play this game on an iPad.
Looks interesting And your Post above reads very well. MLAFJHA4P9KF will give it a go but i woul Love an iPad Version as well, Hope you figure out a way to make it work there Soon
I really like this Game. It runs extremly well And is quite challenging. The Tutorial IS okish but i learned More by just Playing the First Few Levels. For this Price it is a steal Edit: is there a hint Button which i am missing? If not i Would Love to See one Added
Thanks to all of you for the positive feedback! @forsakenxe: Well, yes. As written in the bigger post above we are still trying to get that right. Since we are very busy working on version 1.1 with new mechanics I can also already tell that we have something like a "give me a hint" planned for those who struggle with specific levels but like continue playing. So, coming ;-)
Today version 1.1 of Grow was released. To celebrate I'll give away 15 new codes, enjoy! 15 new codes added in first post!