The lack of arrow shortcuts for navigation really throws me off (especially since both the mouse and the numpad are normally used by the right hand). Although cells have more than 4 neighbors, there's still a notion of direction; maybe just break ties by what is closer to the previous cell? Or use a subgrid? SGT's "bridges" and "map" puzzles may be interesting; the former doesn't care about neighbors but the puzzle guarantees indirect connectivity somehow, whereas the latter uses a subgrid. "Loopy" which has all sorts of shapes just gives up and disables it, even though good solutions exist for even for non-square grids :(.
Is your "at most 9" logic preventing loops?
I think I could probably get used to visualizing runs on my own if only the shapes weren't so irregular. In particular, the fact that there can be apparent "four corners" means it's impossible to tell which way the run actually connects; you should probably tweak the grid to ensure a minimum edge size (or maybe even forcibly align it to an orthogonal-with-diagonals grid? Either way, remember you don't need to stay Voronoi). Actually, to reduce visual clutter, maybe color the edges rather than the lines crossing them? Perhaps make odd-sided polygons blatantly different too?
Serious sudoko solvers have at least 2 kinds of pencil markings - I find "top" and "bottom" most convenient. Maybe insert an underscore at the end of the "active" set of numbers? (or overdraw for pen marks). But for puzzles complicated enough to need bifurcation, I really just need an arbitrary grid where I can put any number at any location in any order - or else an option to fork the entire puzzle.
And of course there needs to be a "fill in all pencil marks so I can work subtractitively" button.
Is your "at most 9" logic preventing loops?
I think I could probably get used to visualizing runs on my own if only the shapes weren't so irregular. In particular, the fact that there can be apparent "four corners" means it's impossible to tell which way the run actually connects; you should probably tweak the grid to ensure a minimum edge size (or maybe even forcibly align it to an orthogonal-with-diagonals grid? Either way, remember you don't need to stay Voronoi). Actually, to reduce visual clutter, maybe color the edges rather than the lines crossing them? Perhaps make odd-sided polygons blatantly different too?
Serious sudoko solvers have at least 2 kinds of pencil markings - I find "top" and "bottom" most convenient. Maybe insert an underscore at the end of the "active" set of numbers? (or overdraw for pen marks). But for puzzles complicated enough to need bifurcation, I really just need an arbitrary grid where I can put any number at any location in any order - or else an option to fork the entire puzzle.
And of course there needs to be a "fill in all pencil marks so I can work subtractitively" button.