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How does the game fit the theme?
The game itself attempts to revert objects to their previous positions in order to undo your moves and return the game to its previous perfect, "Nothing can go wrong" state.
What code and assets did you not make from scratch during the jam (if any)?
The music, credits in description.
How many people worked on the game?1
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Comments
This is amazing and really impressive! The graphics are amazing and the concept is interesting. The only problem I had was that the player character would sometimes go a different route then I expected it to go in order to get to the final destination, which would mess up some of my puzzle solving. But that's just a minor gripe. Great job!
really loved the style and the design choises, they fit the game pretty well. the puzzles were fun and i could really feel those little grey cells working. it's really polished and holistic which is pretty impressive for one person to achieve in a short jam. congrats!
Thank you so much for all the kind words!
funny and brain itching puzzles. love it!
Thank you for playing! Glad you enjoyed it!
so fun! great art!
Thank you for the kind words & for playing!
the game is really amazing, made in 7 days its awesome
Thank you for the kind words!
Pretty fun, really like those isometric pixel art graphics with a shader of some sort, the puzzles were fun to solve and everything looks very polished, it's always hard to make a puzzle game, but you manage to make one and it's a good one, great work!
Thank you for the kind words!
This was awesome and extremely challenging! I love puzzles but got stuck on level 3 hahah. I'm really impressed by how creative this concept is and how polished all the visuals are. It looks extremely professional for something that was created in a week–you did an awesome job!
If I had to provide any constructive feedback, I'd say the controls could be a bit finnicky sometimes. I misclicked a couple times which sometimes meant I had to wait for the cube and my character to hop all the way back to the beginning to restart, which got a bit frustrating. I'm not sure exactly how to improve that, but maybe an undo button would be nice! And maybe a hint system for people like me who struggle more than they should lol
Overall awesome game!
Thank you so much for the kind words!
Yes. I completely agree regarding the movement. The isometric view did make finding an intuative movement method rather challenging. An undo button is definitely a good idea, and one that I wish i had thought to implement during the jam. The hint system is also a good idea. I suppose it was difficult to judge the difficulty of the game without playtesters, so i naively thought they wouldnt be necessary.
Your feedback is very useful though!
Thank you for playing!
Nice concept, love the way the title screen and map tiles look! I did get stuck on the second level lol
Thank you for playing!
Sorry to hear you got stuck, but I hope i made you think a little :P
As a developer who also submitted a sokoban puzzle game I just want to say how impressed I am. Your system is extremely novel and unique, and truly lead to some innovative and fun puzzles. I cannot stress this enough, this is a phenomenal game \( ^o^)/
however...
SPOILERS BELOW, DON'T READ ON IF YOU PLAN TO PLAY THE GAME YOURSELF
My only suggestion is in regards to level design. In level 7 for example, there's a lot of open space, two boxes, and a door. The solution I found is to have the two boxes collide against each other so neither is able to undo. This solution isn't explicitly taught in any of the other levels, which is unfortunate because it's a very cool mechanic that stems from the rules of the game, but I stumbled across it completely by accident. Seeing such a wide open space, I had assumed the solution would be similar to the solution of level 3, which was a false assumption brought on by the ambiguous level design. Which brings me back to the suggestion I was going to make: creating a puzzle with less space can make it easier for the player to see when they are doing something wrong. For a really good example of a sokoban game and puzzle design you can look at Patrick's Parabox (the game I drew inspiration from while making my entry for the jam). In Patrick's Parabox, mechanics and strategies are first introduced in smaller "training-wheels" levels, then the levels get larger and the puzzles stem from the player trying to figure out how to apply the mechanics they just learned.
That's just my idea on the topic, but if your puzzle design philosophy is different than mine, I completely understand. In the case that I'm just one person who struggled where no one else did, then I apologize for making you read all that. To reiterate one final time: your game is super duper awesome, I'm not trying to hate or anything, just trying to give some puzzle design advice :)
Thank you so much for the kind words!
Thank you also for how insightful your comment has been.
SPOILERS BELOW
The solution that i had intended to design was in fact the solution that you found. Sadly, this solution was not obvious, for the reason that you have mentioned. I suppose there were really two factors as to why it was left in the condition it was. The first was predominantly the time constraint, as that level was infact made a few hours before the jams eventual conclusion. The second was that i postponed changing the level due to conern that I would deliberately force the player into an unclear and unexplained solution. I also feared that the game's difficulty would become too great and my inability to create a smooth transition into what is, a trickier puzzle would only bring annoyance. As a solo dev, I had no playtesters, which left me second guessing the correct difficulty to leave the game in. For that reason, I left the level in a potentially incomplete state, whilst trying to think of a way to show the player they could trap boxes in the way you described. In short, I completely agree with all the points you made, and hope this has shed a little more clarity into the fact that leaving the level in that state was not a deliberate choice.
Your comment is the first to point this out, so congratulations for finding the rather hidden solution, and finishing the game. It means a lot to see someone finish your game, and have such kind words to say about it.
Finally, i want to thank you for sharing your philosophy. I will look into Patrick's Parabox. I am rather new to puzzle design, having mainly been a puzzle enjoyer rather than a designer, so these resources / case studies will greatly help.
I absolutly love the artstyle and the idea of the game.
great work it inspired me to do something different for next time.
Thank you for the kind words!
Please to hear I inspired you!
great game
great game
Thank you!
That transition into each level is very cool.
Thanks!
A fantastic puzzle game, but I couldn't make it past level 1. I've never really been good at puzzles I guess. But the graphics and audio was amazing. I love the retro theme
Thank you so much for the kind words!
Great game ! Loved the visuals and puzzles :)
good job
Thanks for the kind words & for playing!
Really cool! the visuals and music are awesome :)
i really enjoyed it
Thanks for playing & ty for the kind words!
This is really good. Love the visuals. and love the gameplay! Nice puzzles.
Thank you for playing & for the kind words!
oh man my pea brain struggled on this haha! but it was very fun and looks amazing! well done love how to floor comes in from the bottom each level!
Thank you so much for the kind words! Glad i made you think :P
This is crazy! :D i love the art and animation! Its so simple yet very cute! The puzzles are very fun to play around with!!
Thank you for the kind words & for playing!
Amazing....... Can't believe it's made by one person.
Thank you so much for the kind words! They mean a lot!