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(+1)

Hey, I agree with the comments about the hitbox , diagonal and about the inventory. for me I was stuck at start because i thought the gaps are walls.  Also in this kind of genre I always found the mechanic to be problematic when you cant move the box when you reach the wall, maybe thats just me but I dont think allowing reverse pushing changes the levels. Setting those aside the puzzles are interesting and clear, and the animation is nice.

(+1)

Thanks for the review!

Not being able to push a box out of a corner is one of the most important features of many box-pushing (aka Sokoban) puzzle games. The ability to get yourself stuck means that you need to think carefully and strategically before making any moves. Avoiding trapping yourself is part of the puzzle.

You’re right, being able to pull boxes wouldn’t break either of the puzzles in the game now, but it could be an important mechanic in any future levels we make.

Plus, not being able to do it by default gives us the option to add an item/ability that lets characters pull boxes in the future.