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This is probably the best Sokoban puzzle game I've seen in this game. The levels are very well design and really go through the process of misleading me and forcing me to rethink my steps. The difficulty ramps up very naturally introducing more mechanics without relying on lengthy tutorial is a nice touch. Dashing towards enemy to kill them is very satisfying and I love the levels where you need to use enemy to dash to disconnected tiles.

I wonder if it would be completely overpower to have the ability to skip a turn without moving. Perhaps that would ruin some of the levels but might be what some players expect to have coming from other Sokoban-like. The indication on enemies are fine but could be a bit more clear. Given that each enemy seems to have a fixed route maybe a spatial route preview overlay on the tiles is more proper.

Nonetheless, super fun game! Good job on the submission!

I think skipping a turn would kind of defeat the purpose, but I've placed some tiles that let you do that by just walking up and down for example to progress turns without changing your position. When it comes to showing enemy movements... I personally would remove them from the game so that it would be a skill to learn the pattern, but I do believe it is better game design and makes it more accessible to show it. The way it is currently implemented, although it could be done in a better way visually, is a compromise between what I like in games and what I think people enjoy in games.

Thanks for playing and for detailed feedback