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Chinbag

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

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Sick

thanks dan

Really nice level, though I beat it with an extra break remaining! Core premise is very fun

Good job, especially since PuzzleScript on mobile can be a bit of a pain

Lovely design, and well done making it this far! (wait, are you playing on mobile?)

I was gonna try to make the "trapping yourself" an actual part of the puzzle but I couldn't really make anything that topped level 4, so I decided to have it as more of an epilogue. Thank you for playing, gg

Of course!
+Pull box 2 to the left and jump to your death (Make sure to respawn on the right side of box 2)
+Pull box 2 to the right and crush yourself (Make sure box 2 falls to the right of your corpse)
+Push box 1 to the right

Now for where we diverge:

+Pull & Push your corpse to the edge of the platform at the right edge to the spikes
+Use it to jump to the left side, and drag your corpse onto the button
+Jump back, winning should be free from here

Thank you for responding!

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This is a nice game, and actually has a lot of potential. I have a couple issues, though since this is a proof of concept you probably already know these.

The biggest problem (like with a lot of physics-based puzzle games) is how the physics itself works, causing some intended solutions not to work some of the time, while also allowing for potentially cheesed levels by making precise jumps or having boxes land at an angle to climb on them. An example of the former is getting crushed by pulling a large box off a ledge with you, with the box landing on either side of your corpse depending on the small adjustments you make during the fall. This adds real-time movements to determining a pretty important outcome in terms of how you progress through a level, which doesn't seem to be an intended feature. A solution to this could be hard-coded movements, where boxes pulled off ledges rotate 90 degrees before falling straight downwards and staying perfectly balanced on corpses before being pushed either to the left or right of it, where it then cannot be moved over the corpse again. Sorry if this sounds painful, maybe just non-rounded corpses and heavier boxes could fix this problem, but cases where boxes land on things smaller than them seem to lead to outcomes that feel like physics RNG.

( Not sure if this is a bug either, but your corpse not entirely filling spike pits can lead to you dying again, creating a second corpse at a slant, jutting out of the small gap. Maybe corpses being 2 tiles wide, filling whole pits, would stop this? )

Now for something more minor that I think could turn into a really interesting puzzle element: Checkpoints. As of now, if something is blocking a checkpoint you just awkwardly clip through it, I'm assuming to the nearest empty you-sized space. I think it would be far more interesting if a blocked checkpoint meant that it no longer worked, and dying led to a loss. On top of that, moveable and multiple checkpoints seem like a very natural addition to the set of level elements, needing you to think about where you want to respawn from. This would need more UI/art than just an arrow, but to me it sounds like a bug turned into new puzzles.

To end on a positive note I really appreciate how you can continue playing a level, even if you run out of lives. Each puzzle showed off a new and interesting idea, and I hope to see more challenging and fleshed out levels in a full release.
[Side note: I beat level 10 in only 2 deaths, hanging a corpse or two off a ledge to bridge gaps and long jumps seems to "break" it (though maybe this is an alternate solution?). This could be a pretty cool puzzle idea though ;) ]

Great game, that last level was beautiful

"I'm gonna teach you a lesson" was funny

Nice

Awesome,  just don't look in the comments until you've beaten it

Fun

Wow its really coming together quite nicely

Good game!

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Really nice game, chill with a very gentle difficulty curve but the level design stayed interesting throughout. Enjoyed a lot!

Fantastic game

Even after beating I'm not entirely sure what happened, maybe it's supposed to be in some sort of paradox room like Recursed has?

Since card positioning doesn't matter and only a single item allows you to see if the next card is a repeat, this game is 99% rng, but cool nonetheless

Actually good, though I wish the last enterable level had an extra 2 zig zags to make it that much more clever

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Thanks for playing, I'm enjoying the wave of simple Sokoban variants across Itch

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Good game!

Nice

Nice game!

Quite easy, though I like the ideas in the later levels. This could definitely be fleshed out

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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!