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I think a lot about this is very novel
You don't see box possession very often in a sokoban. nor the ability to push multiple blocks. Not sight lines as a mechanic either.
Lots of fresh things to work and create with, and all done in puzzle script makes it feel even more impressive (to me). because at a glance, it seems very limiting.

I think the art as well, you've done a lot with just 25 pixels that you wouldnt expect to work so well visually. But it does. Music loops nicely and isn't grating. Some of the puzzles stumped me.

I think, in the spirit of constructive criticism, i wont leave it at just that. Few things fell flat for me personally.The biggest one. Possession didn't feel like, amazing for a few reasons. Pressing space and having to snipe it felt finnicky to control. Lots of times Id walk forward and then snipe forward and my movement would then throw the box in a way I didnt want. Thank god for undo. it also led to some tedium, especially as I'd know the solution for a puzzle. Then it became just possess, move. Move, possess move. And with some of the levels being pretty large, just implementing a solution (working or not) would take a few minutes. Im not really sure how to make it feel better in that way. But it was just something I noticed. Like that last level. Once I knew the solution pattern, it genuinely was back and forth loops nonstop to get it working.


But thats just some criticism because only positive feedback isnt as helpful. Want to lament that you did a lot of novel things in a restrictive engine space. And it all works well visually and cohesively as far as puzzles go. Just some details I didnt like about pacing of play. All in all, great work :)