       rowIndex = row * @cellCount + i
       columnIndex = i * @cellCount + col
 
-      if blocks.eq(rowIndex).hasClass('filled') then completedRowTotal++
-      if blocks.eq(columnIndex).hasClass('filled') then completedColumnTotal++
-
-      if @clues[rowIndex] is 1 then rowTotal++
-      if @clues[columnIndex] is 1 then columnTotal++
-
-    if rowTotal == completedRowTotal then @$('.horizontal.clue', @elem).eq(row).addClass('complete')
-    if columnTotal == completedColumnTotal then @$('.vertical.clue', @elem).eq(col).addClass('complete')
+      if blocks.eq(rowIndex).hasClass('filled')
+        completedRowTotal += 1
+      if blocks.eq(columnIndex).hasClass('filled')
+        completedColumnTotal += 1
+
+      if @clues[rowIndex] is 1 then rowTotal += 1
+      if @clues[columnIndex] is 1 then columnTotal += 1
+
+    if rowTotal is completedRowTotal
+      @$('.horizontal.clue', @elem).eq(row).addClass('complete')
+    if columnTotal is completedColumnTotal
+      @$('.vertical.clue', @elem).eq(col).addClass('complete')
 
   # Actions when player solves the puzzle
   win: ->

    @$('.vertical.clue').eq(@previousCol).removeClass('highlight')
    @$('.horizontal.clue').eq(@previousRow).removeClass('highlight')

    # Unset the "mark lock" -- If user starts marking blocks, only allow marking for the duration of that touch, so that they don't accidentally un-mark a block
    @actionLock = "none"

    # Clear out previous touch data

    else if @action is 'mark'
      # Mark if block is empty
      if block.hasClass('marked') == false and block.hasClass('filled') == false and @actionLock != "remove"
        block.addClass('marked')
        @actionLock = "mark"
        @trigger 'sfx:play', 'mark'
      # Remove mark if already marked
      else if block.hasClass('marked') == true and block.hasClass('filled') == false and @actionLock != "mark"
        block.removeClass('marked')
        @actionLock = "remove"
        @trigger 'sfx:play', 'mark'
      # Play a "click" noise if block is filled
