Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

Thank you so much for sharing such a wonderful game.

I’ve loved Sokoban ever since I was a kid and have played countless Sokoban games over the years. I was genuinely impressed that such a simple twist on the classic formula could create something that feels completely fresh. I also really appreciated the effort you put into the background story and world-building, even though they aren’t directly related to the puzzle mechanics. It gave me the feeling that this game was made with a lot of love.

I completed all 12 stages, and every one of them offered a satisfying challenge. They kept me thinking in the best possible way, and I had a great time throughout. (Stages 9 and 11 were especially memorable!) The core mechanic is simple but surprisingly deep, and I have the feeling there’s still plenty of room to expand it with more number variations and new uses for the trolls.

Honestly, I don’t think there’s much that needs improving, but I’d like to share a few impressions from the perspective of one player (especially someone who isn’t particularly strong at puzzle games).

I happened to clear Stage 1 almost by accident, so when I reached Stage 2 I found myself wondering, “Wait… what exactly is the objective of this game?” for about 30 seconds. I think it might be helpful to include a small example of a completed puzzle somewhere in the documentation so that the goal is immediately clear.

I was also a little confused about how negative numbers worked, how many times each number could be used, and why they eventually turned into zero after being exhausted. There wasn’t much explanation, so I spent a few minutes figuring those things out. Of course, discovering those mechanics can be considered part of the puzzle experience, but I think a brief explanation would make the game more approachable.

There were also a few stages where I felt that small adjustments might make the puzzles even stronger. I won’t go into details because that would spoil the solutions, but while giving players freedom can certainly be enjoyable, I personally feel that puzzles become even more satisfying when there are fewer unintended alternative solutions.

If you create more stages in the future, I’d love to come back and play them.