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So, besides the obvious fatal flaw of how easy it is to get unintentionally stuck and have to restart the game from the beginning, this is actually my favorite game in the jam so far.  In fact, it's incredible for me to see a Corrypt/Promesst/Game Title/Aunt's Flora's Mansion/Ludoname style large world sokoban game that Jon Blow loves in a jam.  

If you played Aunt Flora's Mansion though, that game also has a problem where you can easily totally break your game and get stuck, but it has save blocks that are dictated by the player.  It would have been nice to have that here -- or at least a press R to restart the room feature -- or more than 20 moves history at least, I don't know if there's some technological reason why you couldn't have more than 20 moves (and why it couldn't cross rooms), but I was almost incredibly angry during the final green block section when I thought I stucked myself when I hadn't.

What you did have was a "Press Z to unto" message, which, once you realized the purpose of it was essentially the same as the Morrowind "The thread of prophecy is severed" message (because you killed an essential NPC and the game is unwinnable), it became incredibly useful to tell you when you messed up.  Or at least before the final green block section, where I got that message twice but still was able to complete the game.

Still, designing this kind of game where literally every block is linked and having the game still be playable (as in the player doesn't stuck themselves unknowingly mostly) is an incredible feat.  I'm curious about how the Z to undo thing even works because I feel like this kind of problem would be Turing complete and actually as impossible to solve as the halting problem (I mean clearly it's not perfect, but it functions well enough to be incredibly helpful).

Anyway, like I said, despite the brutal unwinnable by design nature of the game, I absolutely love this.

That is so cool that you like my game so much! No I haven't played Aunt Flora's Mansion, but I'll check it out. Sokoban and Jonathan Blow were huge inspirations, glad someone picked up on that. 

I didn't include the option to restart the room because I was focusing more on the whole thing being one big puzzle, but a save block is a genius idea, that would solve a lot of problems! The undo feature worked based on variables of past x and y coordinates for the boxes and player, and so I had to make a new variable for every move, hence the limit, and the variables were assigned to specific instances, so they wouldn't save between rooms. However, if I end up expanding on this game or making something similar to it, I'm sure I could find a way to fix this.

The "press Z to undo" works less on AI figuring out whether the puzzle is solvable, and more on how I designed the individual puzzles and knew how they worked. For example, in the first two rooms the only way to get stuck is by pushing the blocks all the way to the top or bottom of the room, and so in those two rooms I made the game check if the boxes were touching a wall above or below them. 

Thanks a ton for your amazing feedback!

Ah, see I also had an undo feature in my game as well, but I just used an array of snapshots, where each snapshot stored all the relevant variables in the game, so it's only theoretically limited by the amount of memory Javascript can allocate, so for practical purposes it was infinite.  I haven't used GameMaker in over 10 years and back then I barely knew how to use variables so I'm not sure how you'd do that in that engine though.