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?
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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!