Die, respawn, and use your corpse to solve puzzles.

_______________

Controls:

←↑→ ↓ or WASD / move & climb ladder

Space  / jump

X or Left-click (hold) / move object

or Right-click / undo

R / restart

Esc / pause


Platforming skills required for this game should be minimal. If you're stuck on a difficult jump, re-think your solution!

_______________

A short proof of concept; will take around a year or two to complete. Planning to add:

  • 50+ levels
  • New death types (open to suggestion!)
  • New environment and mechanics
  • New art, UI, music, etc.


Update: New music by 8lbLoaf!

_______________

Feedback & suggestions are STRONGLY APPRECIATED!! Comment below or find me on Twitter / Blueskyemail.  If you enjoyed the game, please wishlist on Steam!

Steam page
Updated 22 days ago
StatusPrototype
PlatformsHTML5
Rating
Rated 4.6 out of 5 stars
(11 total ratings)
AuthorPorcupine Sashimi
GenrePuzzle, Platformer
Made withUnity, Aseprite
Tags2D, Indie, Pixel Art, Puzzle-Platformer, Short, Singleplayer, Sokoban
Average sessionAbout a half-hour
LanguagesEnglish
InputsKeyboard, Mouse
LinksSteam, Twitter/X, Bluesky

Development log

Comments

Log in with itch.io to leave a comment.

(1 edit) (+2)

This is a nice game, and actually has a lot of potential. I have a couple issues, though since this is a proof of concept you probably already know these.

The biggest problem (like with a lot of physics-based puzzle games) is how the physics itself works, causing some intended solutions not to work some of the time, while also allowing for potentially cheesed levels by making precise jumps or having boxes land at an angle to climb on them. An example of the former is getting crushed by pulling a large box off a ledge with you, with the box landing on either side of your corpse depending on the small adjustments you make during the fall. This adds real-time movements to determining a pretty important outcome in terms of how you progress through a level, which doesn't seem to be an intended feature. A solution to this could be hard-coded movements, where boxes pulled off ledges rotate 90 degrees before falling straight downwards and staying perfectly balanced on corpses before being pushed either to the left or right of it, where it then cannot be moved over the corpse again. Sorry if this sounds painful, maybe just non-rounded corpses and heavier boxes could fix this problem, but cases where boxes land on things smaller than them seem to lead to outcomes that feel like physics RNG.

( Not sure if this is a bug either, but your corpse not entirely filling spike pits can lead to you dying again, creating a second corpse at a slant, jutting out of the small gap. Maybe corpses being 2 tiles wide, filling whole pits, would stop this? )

Now for something more minor that I think could turn into a really interesting puzzle element: Checkpoints. As of now, if something is blocking a checkpoint you just awkwardly clip through it, I'm assuming to the nearest empty you-sized space. I think it would be far more interesting if a blocked checkpoint meant that it no longer worked, and dying led to a loss. On top of that, moveable and multiple checkpoints seem like a very natural addition to the set of level elements, needing you to think about where you want to respawn from. This would need more UI/art than just an arrow, but to me it sounds like a bug turned into new puzzles.

To end on a positive note I really appreciate how you can continue playing a level, even if you run out of lives. Each puzzle showed off a new and interesting idea, and I hope to see more challenging and fleshed out levels in a full release.
[Side note: I beat level 10 in only 2 deaths, hanging a corpse or two off a ledge to bridge gaps and long jumps seems to "break" it (though maybe this is an alternate solution?). This could be a pretty cool puzzle idea though ;) ]

(+1)

Hey! First of all, thanks so much for playing, and especially for taking the time to write such a detailed feedback. I totally agree with your points, and I'm already working on a few things along with physics fixes - especially hard-coding the crush death since this is probably the most frustrating part of the game yet. I also plan to turn the respawn point into a mechanic as you suggested!

Also, do you mind explaining more specifically how you beat the last level with 2 deaths? I can't seem to replicate it :(

Of course!
+Pull box 2 to the left and jump to your death (Make sure to respawn on the right side of box 2)
+Pull box 2 to the right and crush yourself (Make sure box 2 falls to the right of your corpse)
+Push box 1 to the right

Now for where we diverge:

+Pull & Push your corpse to the edge of the platform at the right edge to the spikes
+Use it to jump to the left side, and drag your corpse onto the button
+Jump back, winning should be free from here

Thank you for responding!

(+1)

Wow, just tried it out, didn't know that was possible. Thanks for letting me know!

+ you are officially the best player of the game xD

(+1)

for some reason #9 was the hardest for me but i understand how to do #10 instantly lmaooo loved this game :)

Thanks for playing! :)

(+1)

got stuck on lv8
super epic

Thanks :)) you got dis!!

(+1)

Nice. Took me 45 min. Hardest part was figuring out certain mechanics.

That sokoban tag is misdirection. You can do a particular thing, that is not possible in sokoban. ;-)

Impressive! I've always thought of sokoban as block pusher puzzles, so I consider my game a "vertical sokoban" with a bit of physics if that makes sense

Since figuring out the rules is part of the puzzle, I can't talk about it without spoilering... ;-)

(+1)

This was fun!

I enjoyed all the puzzles, though sometimes the movement speed felt somewhat slow. It felt great in the earlier levels, but when the levels became larger and harder (more resets) the slowness started to become noticeable for me.

Very minor thing - it’d be great if you could hold down the push/pull button and walk into a crate to grab it. Sometimes I would press the button slightly too early and it wouldn’t grab because I wasn’t close enough yet. Maybe I’m just impatient 😅

I love how the 10th level felt like a combination of all the mechanics learned in earlier levels, but still required some brainpower to put them together in the right order, it was a nice way of ending the demo.

Good luck with the full version, this is a great concept!

(1 edit)

Great suggestion! Holding down X before moving to push is actually very fixable, I'll be implementing that for sure. The slow movement speed was intentional (as I plan to add an undo button in the future) but it seems like too many people are finding it slow so I might increase it a bit. Thanks for playing and I appreciate your comments!

(+1)

Cool, I like this game! I beat it in half an hour. I think the difficulty level of all the levels is really good, except for the last one, which I found frustratingly hard, though I did eventually solve it. All of the other puzzles felt impossible at first until I played around and had the satisfying "aha!" moment, which was nice. I could imagine making them a tad easier, but I don't have a strong sense of whether that would be better or not. I do like that the game taught me its mechanics in puzzles instead of in text.

Speaking of text, I found the screen explaining the controls a bit cluttered and hard to read. I think there could be more margin in between each pairing of a keyboard icon with the text explaining what it does, so that it's visually clear what's grouped with what. But I also thought that presenting all the controls on one screen right at the start of the game just felt a little overwhelming — I remember thinking "Push/pull? What does that even mean?" It might work better to introduce each set of controls only as it's needed. Maybe they could be part of the background of the levels where they kick in. Then the player would have the chance to learn them one at a time.

I think the physics engine is just a little bit funky-feeling, but fine for the genre of game. There weren't any moments where I felt like I got away with something because of a glitch in the physics engine. I did feel, in the last level, that I was surprised that I couldn't drag my corpses out of the spike pit to get them onto the red button. That felt a little unfair, and I wondered if maybe it was the physics of the game just being finicky and I was supposed to be able to do it. I wonder if there's a way to communicate that that's not the intended solution to that puzzle. Maybe the spike pit could be deeper.

I’m glad you enjoyed the game! Thanks for the feedback - I can see why the controls panel can be a bit overwhelming. Perhaps I’ll find a way to integrate teaching the controls into the levels as appropriate, as you suggested.

As for dragging the corpse off the spikes, I plan to fix the entire logic of spikes to make it clear that whatever touches the spikes get stuck and won’t be interactable. Again, thank you so much for playing, and especially for the detailed feedback!! :)

(+1)

You might use different colors for background/environment and floating pumpkin head. A stuck corpse or a block would turn to the color of the spikes when stuck.

That's an idea!

(+1)

Solving a puzzle in a non intended way is a great moment. I did manage to move one corpse out of the pit. But this did not solve the puzzle.

Also, figuring out that corpses could be moved at all is a leap in solving. The first time you need this, is lvl 7.

Stuff like that can also be used to create two versions of a level. First the obvious intended solution. And later you make the easy solution impossible by a little change.

Lvl 8 I solved with momentum. But then I realized I would not need that mechanic.