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I assume it just simulates pull-sokoban from a random starting state where the crates are on their targets. that would explain why the player is typically trapped at the start.
is my guess correct?

(+1)

That's correct!

If you want to poke around the source code, here's the puzzlescript hack link. If you're not familiar with puzzlescript, some of the code may seem a little (or quite) silly, but it's a more efficient way to do it with this system. 

After posting this game, I decided to try a different algorithm I had been thinking about, but it was less elegant to get working, and I like the results a lot less. The source code for that is here, if you're interested. 

Thanks for asking!

(1 edit)

wonder how difficult it would be to reverse engineer it to find the reverse Sokoban solution.

I assume you also only fill in spaces that were used, explaining the long dead ends