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(+1)

A very direct entry.

Arguably, the most unique thing about this game to me is maybe not unique, but ive never seen it.
Ive seen sokobans with ice.
With pull.
With magnets.

But a shove mechanic? New to me.

The way you ease players into concepts was good, I never felt myself struggling to understand a concept. Except maybe that shove progresses parity. I had to sorta stumble into that one, as I had just sorta exhausted every other option. Those options being, walk around aimlessly and dying to lasers. That said, probably a me thing.

Every mechanic was utilized well from its introduction, and used often. These layers then stacked over eachother to create more dense, packed puzzles. Only mechanic maybe utilized less often was destroying turrets.

I will say that, of the puzzles that stumped me for a bit. 12, 15, 18,19 and 20. 20 was the most lackluster. It sorta felt like loud = funny of the puzzle scene. It sorta was just a "Here yo go everything puzzle" that was large and hard to visually parse because the grid went from maybe 12x12 to like 20+x20+ immediately. And yes, despite the overwhelming size and a sorta smattering of 4 puzzle quadrants into one, it didnt really have that many dilemmas. By dilemmas, i guess I mean that moment in puzzle games where you're assured of one thing, and then you run into the "why not"for the solution.

Regardless. giant overwhelming visually final puzzle aside, i think you took lasers to an elevated height, and made 20 levels that managed to use them all very differently. The door stop and shove to me were the very unique, and elevated the puzzles they were in.

Oh and visually the style was nice, and the laser especially looked cool.