Hard agree. Though many are incredibly inelegant, great games can be born from bizarre movement mechanics, to the point where some need only one level element to create quality puzzles (i.e. "time entwined", where the first 20+ levels are all just the player navigating through blocks)
Chinbag
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Very nice game that understands what it's created. The visuals are nice and clear, and the puzzles are simple but always have an idea. Levels 6-8 could have just been their gimmicks, but each one uses the level's setup in multiple ways, level 8 (unless there is an alternate solution) was especially good...
SPOILER
...because using the row of blocks twice actually tests you past just figuring out the final move, actual depth in that small of a sokopuzzle is rare on itch. Also liked how blocks acted as keys/locks in the setups, if that makes any sense. Cool game
Though cute with some nice ideas, I wish this game explored its mechanics more. The first half of levels aren't really puzzles, forcing you to do the solution. Throughout the entire game, lots of level elements are introduced before the previous ones are actually capitalised on too, creating a game with a lot of potential that doesn't really start harnessing any of it. Despite this, the final level has some well designed twists and turns, including multiple different approaches that can be eliminated using some foresight and logic from what the game had taught you so far. The art style is nice and achievement system is also a fun additions, kudos for the extra effort that went into those!
Masterpiece, fitting the ideas needed in the full solution into 5 different levels would be hard on its own, but this is truly something special. You even discover concepts in the order they would be taught by a more linear game, and it's certainly by design. And it even has incorrect pathways that are wrong due to principles of normal Sokoban (won't spoil)? This is insane!