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
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!
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!
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!! :)
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.
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.
← Return to game
Comments
Log in with itch.io to leave a comment.
for some reason #9 was the hardest for me but i understand how to do #10 instantly lmaooo loved this game :)
Thanks for playing! :)
got stuck on lv8
super epic
Thanks :)) you got dis!!
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... ;-)
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!
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!
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!! :)
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!
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.