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Crypt of Sokoban (2025)'s itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Innovation | #18 | 4.000 | 4.000 |
Fun | #50 | 3.500 | 3.500 |
Overall | #57 | 3.333 | 3.333 |
Polish | #99 | 2.500 | 2.500 |
Ranked from 4 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Successful or Incomplete?
Success
Did development of the game take place during the 7DRL Challenge week?
Yes
Is your game a roguelike?
Yes
Turn-based
Yes
Meta-Progression
No
Roguelike Elements
procedural level generation, primitive but functional graph solver to put puzzle pieces in accessible rooms
Screenshots
Yes
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Comments
Huh, I always wanted to play a procedurally generated Sokoban.
I agree with Penguin that squashing enemies with sokoban blocks is really satisfying (until cyclops squashes you!). The pulling mechanics makes the sokoban part easy, but I understand that it could be a necessary.
The main issue I have with this game is lack of polish. Doubled info about HP, no indicator if enemy is in zapping range or not, descriptions not fitting their backgrounds and very basic AI – there is a lot of elements to improve. That said, the gameplay loop is very fun and rewarding and I would love to play a post-campo version with some improvements.
I think it was quite a cool idea to make a sokoban roguelike and I think it was executed quite well. I didn't end up using the weapons much as I much prefered squishing the enemies with the blocks. I did like the inclusion of the stuck button cause the level generation had made 2 impossible levels while i was playing.
overall I really think it was a great game
It was fun to play and very innovative. I really liked how you could squish the enemies.
I was able to sometimes just avoid the enemies and rush to the exit. Maybe make it so you have to defeat them to unlock it.
I got stuck on one level where I couldn't move to the left of a block and so wasn't able to complete it.
This is gold, I’m 100% going to use it. I had planned to make some levels have doors in the middle, so you’d have to solve a puzzle in the middle to open the second half of the level. But making one of the parts about clearing all the monsters instead of activating a switch is a really easy variation!
edit: about stuck levels: I did notice occasionally that walls or the edge of the map limit your ability to put the boulder in position. I could have fixed that on its own, but my main concern was that enemies which push boulders (the “cyclops”) can wander-push a boulder into an unsolveable position. So I added the “pull” action (‘X’ key) to move the boulder away from the wall. Narrow halls and the edge of the map can still cause issues, and I don’t want to over-rely on this as it’s very against the puzzle roots of Sokoban, but I included it for now to hopefully keep the jam version mostly playable.
Adding puzzle elements to a Roguelike is a great idea! I hope there will be more games like this.