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Hey, I gave the game a play.  It seems like a fun take on sokoban games.  I'll say on the first level I didn't really know how to interact because I didn't read any of your notes, but it didn't take more than 10 seconds to get into.  You do a good job of ramping up the difficulty, so I felt like I understood how things work as it went.  None of the puzzles were overly challenging, though the last 3 were very interesting.  The one thing I didn't understand until the last puzzle was that I could put a box on the detection field.  I don't think I'd done that before, and I just assumed nothing could go there.  That's a good idea for a mechanic, though (a little different from the hole), and so should be able to create interesting puzzles.   One issue I could see coming up is the ability to start bots while another one is still going.  Is it your plan to create puzzles where timing is important?  It seems like more of a turn-based thing right now.   As I'm thinking about it, the timing puzzles could be cool, but at the same time you should then be able to advance the robot a single step at a time, maybe.  Or you could just put a constraint that you can't start one robot until all other robots are still.  

I think you've got a good base here, and it seems like the next step would be to come up with a few more mechanics to add, and then just create more puzzles and keep testing.  

Thanks for playing and the great feedback! While the Destroy mechanic is OP and I'm working on ways to nerf it a bit, the Avoid mechanic way the hardest to design puzzles around and that is why I came up with the detect area covered with the box solution. Yet the more I think about this I don't think thematical it makes sense that you can push anything onto a detection area and not me detected...But thanks again for playing, your feedback definitely made me think!