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Really solid game in the Sokoban vein! I love the art style, it’s just like the higher tier of Sega Genesis games back in the day.

I had some difficulty sometimes making the robot turn at the right place. Wondering, is there ever a case when you’d want to turn at a half-tile line? I kept wishing turns would quantize against the larger tiles (the robot’s own size).

(+1)

Thank you!

The half-tile turning was a byproduct of the initial experimentation phase where I was worried the full-tile movement would feel too delayed from the player's input. It got left in as an afterthought once I moved onto designing the levels. It doesn't have any actual use other than for some potential speedrunning tricks like pushing two boxes at once or skirting between two launchpads.

If I ever decide to expand the game once the voting is over, I could make the half-turns toggleable. Or maybe replace it with some kind of UI element that could display the direction change before it happens.