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Chinbag

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A member registered Apr 24, 2021 · View creator page →

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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)

Great levels, last one was especially good. Seems like the most compact way to create a puzzle with this ruleset that requires a decently long sequence of planned movements.

Very nice game, takes two tired Sokoban concepts and combines them in an interesting way. Glad you linked the hackable version, custom levels could flesh this out further

End cerebral activity this instant

Haha, sorry that that was the thing I commented on. I'll cancel it out by saying the customisation options are impressively polished and expansive

Probably the ultimate beginner puzzle game, I hope this can be a gateway for more into the genre

Cool game, Assist mode is spelt "assit mode" though!

What a lovely ending, would recommend for all ages!

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Thank you for the great game, though the witches just seemed to be chilling out

Good Game

Where's the rest of the game? Or am I missing something?

1,000,000th ever itch post!

100,000th ever post on itch

10000th ever post!

1000th ever post

It sure does!

Good game, I like how the last level uses the mechanics to create a story

Very cool, I've been trying to make SMM2 puzzlers too

Level 8 would still be possible with 3 more blue blocks (great game!)

Thank you for playing (and for PuzzleScript)!

Good game

Sokobrawn community · Created a new topic Quality Game

Since I can't comment I'll use this topic as a means of complimenting how well-designed this game is. The core idea behind it is really interesting to me,  I was surprised at how good it was until I saw "by Steven Miller". Thanks for another great Sokoban variant!

Very beautiful game, really enjoyed!

I was sceptical at first, but world 2 was very nice. Good game! 

Nice! I could see a full version getting very interesting

Yo grmanda toe's !

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Level 8 is harder than any of the others by like 30x since in order to solve it you need to take many, many variables into account (unless it's solved via trial and error). Despite this, this game is a nice exploration of a Sokoban mechanic that I think has an incredible amount of potential

No puzzles are unsolvable, don't worry! The theming came after the core puzzle ideas, they were originally rotted crates, then seeds, then plant pots and now jellyfish. Thank you for playing!

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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

For how simple the level elements are, it's impressive how much depth you drew into the puzzles and how even more could be done with the mechanics (Especially stacking). Good game!

Ah, oops!

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Plugged in my laptop and this happened. No idea why

krilla WHAT?

AAAAAAAHHHHHH! Jumpscare warning next time!

I Wanna Lockpick community · Created a new topic IT’S OUT

There’s nothing of value I can really say here, I just had to exclaim it because of how joyous this occasion is. Hopefully this game will get more attention now that it’s fully released. Thank you LAWatson!

Amazing

Nice!

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!

A little early maybe, but this could be the game of the millennium

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!