Sokoban & Baba Is You-inspired logic game where Nothing isn't Everything. These 4 (+1 extra hard) levels will test your mental strength and puzzle-solving skills.
The game was made in our in-house game engine Aporia Blitz! It was the first time we used it and we are pleasantly surprised how it works!
The puzzles were definitely a challenge but that made it all the more rewarding when I complete one. Bonus points for using your own engine to make this strategic little game. Cheers!
If you guys further work on this in the future, I would recommend focusing on the communication of the core systems in level 1. When the player spawns in initially, they see a key hole, but no key. Then they see they see two boxes labeled "pink" and "blue" but no indication of how those boxes will help them find a key that supposedly goes in the key hole. Took a while of fussing around (and many resets!) to understand how and why the colors were relevant to the key.
Having the first level completely dedicated to figuring that out would be super helpful, so the player can learn that mechanic without spending a lot of time manipulating the boxes during the trial-and-error stage.
I'll be honest, I couldn't even finish the first puzzle -- granted I'm terrible at puzzles but it would have been nice if there was something extremely simple to start out with to slowly guide you into the concept. Graphics were nice though, and I like the idea of it!
Nice socoban game. I had the key appear next to the wall where it was impossible to get out on the first level. The game could do with a much simpler first level to explain the mechanics.
It seems really interesting but I didn't manage to pass the firt level ^^' I get that difficulty is the point, but I think it could use a easier beginning :) with later a curve in difficulty But overhall seems pretty cool :)
Very original idea! There needs to be some kind of progress, like a few easy levels before current first one, because it'salready very hard, and the player must figure out what he has to do. But yeah, great take on the good old Sokoban.
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HUGE props for using your own engine.
If you guys further work on this in the future, I would recommend focusing on the communication of the core systems in level 1. When the player spawns in initially, they see a key hole, but no key. Then they see they see two boxes labeled "pink" and "blue" but no indication of how those boxes will help them find a key that supposedly goes in the key hole. Took a while of fussing around (and many resets!) to understand how and why the colors were relevant to the key.
Having the first level completely dedicated to figuring that out would be super helpful, so the player can learn that mechanic without spending a lot of time manipulating the boxes during the trial-and-error stage.
Otherwise, nice work!
The game could do with a much simpler first level to explain the mechanics.
I get that difficulty is the point, but I think it could use a easier beginning :) with later a curve in difficulty
But overhall seems pretty cool :)