Games as a medium for exploration of liminal spaces, such as this, should be more widespread!
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This was cool. Made me go down memory lane on the whole mysticism games once imposed for me, and how their technical deliberations communicated something almost subliminar about conjuring relatable fantasy.
This was awesome. A marvelous re-discovery of these genres through such a simple concept (in hindsight)!
It's as if this new iteration could have came about independently from either sokoban or Conways's without the other ever existing prior.
A cerebral game by nature.
Goblet Cave translated spelunk in a way I didn't know I needed! It's aready one of my favorite games of Sokpop.
Said that, It would be awesome to see some quality of life improvements:
-Rope toss is iffy, off-centered.
-Ladder and girder placement is finnicky to the point of rendenring them useless sometimes.
-Bombs are too underpowered to be of real value.
Besides those, there's some bugs that are really frustrating after investing time in the cave:
-As mentioned below, Player movement slowdowns sometimes, seriously hindering maneuverability.
-Sometimes the dialog for bringing back sons is not triggered (I've never been able to deliver all three because of this).
-Cave gen sometimes made entry-less starts, making me worried that there's no garanteed path to the Goblet (I never found it). Considering rubies are a finite source, I got stuck with no way of buying more bombs to keep looking even after hitting bedrock.
I'm a Patreon supporter, never been to anything else but for Sokpop. I'm very hopeful of this one getting a second treatment, simply because it's so much fun.
This is great! Love the narrative and level design. Said that, I had too much troubletraversing some obstacles and had to give up.
I went after the github download and simply couldn't find it.