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Thanks for the feedback!

I agree that the sokoban-ness can cross the line into tedium, especially with levels with a lot of moving parts or limited spaces. Halfway through development I had second thoughts about the direction the game had headed when I realised that more than half of the levels could technically just be drag-and-drop! Ultimately I think I wanted to keep the feeling of moving through the world, and maintain the foundational idea of a sokoban where the final placement is the puzzle instead of the path to get there. 

Amusing side note, the first test version of Shard was horrifying with how tedious it was to move everything around (back before the yellow 'x' tiles were added to increase the play space), so I'm very glad my testers shook some sense into me, resulting in me reworking the entire area haha.

Happy to hear you enjoyed Totem, that one definitely went through the most iterations to make sure that the tutorialisation and difficulty curve felt right. And glad that the epitaphs felt worth reading, I almost left them out entirely a week before release because I wasn't sure if they quite worked!