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(+6)

thank you!

yea i think that friction is important - its nice to like scoot around (no pun) the focus from puzzle to puzzle to keep some freshness

the real thing it adds i think is not annoying 16-puzzle grinding loops but hopefully a more Rush Hour style like... procedurality, in terms of like... oh ok in order to execute this arrangement, i need to do X, then Y, then Z... but having a little looseness in that too, i think pure sokoban and even rush hour are a little strict for my taste

idk - i do totally think there are other interesting ways that friction could have been introduced, but the sliding tile method i chose is not without its merits either, even if they're not obvious (even to me sometimes)