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I'm working on a sokoban game at the moment and it's always a delight to see how other developers innovate on the classic puzzle formula. It's a cute and nicely presented-game. The real winner here is basing the puzzles around the power-up, but varying how it applies. Discovering some of the unexpected interoperabilities of how the game works is a complete joy - for instance, the laser power-up pushes the player a set number of times, or nullfies when walking over ash. Some of the greatest puzzle games like to test and experiment with player expectations about how the game's systems work together. I think you demonstrate some of those qualities in a really smart way with the puzzles. If I had to think of an aspect of feedback, I'd maybe say the actual sokoban element, which is really hard to execute anyway, could have a little more of a role - there's not a lot of "a-ha" with the block pushing. Great game and a really cool little puzzle concept that works so well! 

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i agree with everything you said, as for your final point. i think that stems mostly from the level design. which i had to rush and i'm not very satisfied with. if i were to make this into a full game i'd be able to properly explore the mechanics. if you'd like to see that this game's main page is accepting donations