The mechanic with not resetting the player location is interesting, although it felt a bit underutilised (same with the diagonal movement).
I feel like leaning more into the Sokoban mechanic of having to put the boxes into the correct place first before reaching the goal would have helped with this, as it would open up the design space a bit more than just goto a location and reset, -something to think about if you decide to make a post-jam version.
Music and SFX are good, without feeling too repetitive.
I did like the flavour text at the top (although the hint for level 9 could have been subtler instead of directly telling you the solution)
How exactly was the meta puzzle supposed to work if you did implement it?
Play game
Sokobug's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Fun Factor | #20 | 3.889 | 4.125 |
Gameplay | #29 | 3.771 | 4.000 |
Theme Integration | #38 | 3.889 | 4.125 |
Overall | #55 | 3.477 | 3.688 |
Sound Design | #82 | 3.182 | 3.375 |
Innovation | #114 | 3.064 | 3.250 |
Art | #161 | 3.064 | 3.250 |
Ranked from 8 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How does your game bring our theme, The Error is the Feature, to life?
Level which usually would be easily doable in a normal block pushing game get made impossible through bugs either intentionally added, or not. The solution to still win is to abuse other bugs.
Did you include a fake publisher splash screen at the start of your game?
No
Did you use the Audius API in your game?
No
If AI was used in your game, let us know how you used it.
didn't use AI
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