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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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Comments
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?
Thanks for the review!
I started designing the levels too late and just wanted to show all the features I had planned at least once, so features being underutilised make sense! A reason why I didn't use the reset more is, that it was a giant pain to make working Puzzles with it. The places where the boxes need to be for the level to be completable would have certainly helped with that and is a great suggestion!
A few days after I submitted I went through the game again and also noticed that the hint for level 9 is a little too obvious while level 8 could desperately use some hint. I guess that's just a result of only having other people playtest the game after sumbissions are over.
The meta puzzle was for the submitted version completely ignored. But it would have been that at some point you learn that you can go back a level when standing on the starting tile of the level leading you to the end of the previous level. You then would have been able to complete every level in reverse and go back a level in level 1 to a level 0. Now that I am writting that down I am unsure how "meta" it really would have been and I am realising that it would have been far too big of a task for the jam!
Genuinely enjoyed it, can see you pushing it super far! I unlocked the diag early so could make it through a lot of stuff but am really glad you baked in some blocks around it so it wasnt technically game breaking but a real feature!
Honestly, Its the best game i found in this jam till now, i loved the idea and had fun playing this game.
Nicely polished game, some levels required a bit of thinking. I'm not even sure what all is intended for example are you suppsed to be able to clip into tiles diagonally by giving orthogonal input for movement? Fun game.
Definitely one of the best puzzle game in this jam. I also make a puzzle game, I know you will love it!