You have all the time to solve puzzles... or maybe not ! Every ̶1̷0̷ ̷s̷e̷c̷o̷n̷d̷s̷ 2 seconds survivors will do something. It might be difficulte to think while protecting them from themself. Will you finish all levels without loosing to much survivors ? !
Changelog post 72h :
-sounds added
-on/off sounds button added (to play as the jam version or updated)
Nice game! The art is super cool, and the mechanics are really interesting. The enemy AI feels weird, though. The mechanics make this seem like a puzzle game, but the puzzles are too simple or weirdly programmed. A bit more bug fixes and polish can make this an exceptional game!
Nice puzzles. the 'zombie" is cute if that's the right word haha. The embedded version on the Ludum Dare site didn't work, but the itch.io worked fine.
Didnt get where 10 seconds are. But the idea is great, would be beter with auto loading levels and level menu but still works good. Did notice a bug, on a third level zombie got out of the map from the top right corner. OVerall great job!
Love the minimalist art style and the game idea was really fun (and the final level was challenging). Not sure how well the theme was integrated and it could have done with some music/sounds to add to the mood. Overall, great job!
great game, nice interpretation of sokoban, makes the player rethink how they play the game, i wish more levels, but with this three levels, the game shows a good proof of concept and can turn into a full game
An interesting idea indeed. 10 seconds to decide - action, 10 seconds to decide - action.
I've encountered a couple of bugs: 1. if you and Zombie push Boxes towards each other in level 2, they will merge into one box instead 2. Then the zombie is capable of moving through that same box, and eventually reach the end of level and move out of it altogether.
The concept is cool, it's a nice twist on classic sokoban games. The first two levels felt great, they introduced the mechanics nicely! I don't think I did what I expected on the third one though, but I beat it haha.
I would love to see more levels on this!
Great job doing this solo and thanks for the game 👏
Hey! Love the art style and take on classic sokoban! and the surprise zombie introduction on level 2 was a great touch! One small nitpick is I do find myself missing direct keyboard controls 😅 But really great entry for a first compo game!
Great twist on the classic Sokoban game! I love the idea and well conceived, maybe I would have missed a bit of polish in general but the levels are great and the third one is very well designed. Great game!
It's a good concept and a nice take on the classic :). Good level progression - the game introduces its mechanics to the player well. The levels were not hard, but the last one was fun to solve. I agree with some other commenters that keyboard controls would be nice here.
I wish the game proceeded to the next level automatically and that there was some light background music. But I understand the limitations of doing everything on your own. Well done!
Only 3 levels? 😟 It is nice take on the classic game, but ye, a little bit too short. And it would be nice for levels to change automatically after success.
Your game has an amazing aesthetic! I really enjoyed it. The control choice was interesting, providing some challenging situations! You managed to hit the sweet spot between challenging and frustrating there. Well done!
Very cool idea. Thought I was safe until a zombie moved the box off a button just in time to kill me in a door. I was surprised and got a good chuckle from that.
Also, love the art work / color palette, well done!
Interesting take on a sokoban game! I like the mechanics here, especially some of the interactions between the enemy "zombie", and the mechanic of crates breaking if they collide. I do wish the gameplay had more to do with "ten seconds" vs. "two seconds," but I understand it likely would have been pretty annoying to wait for your character to move if it was really that long lol. Nice work!
It has an interesting balance, as it is a puzzle game, but still forces you to think quickly about how to solve the puzzles since your character auto moves. The art is also simple but conveys what it needs to, quite nice. Good job!
Hey, I enjoyed playing this on stream! I'm a big fan of puzzlers, so it was quite fun trying to unwind this one. I liked trying to figure out how the AI behaved and it was surprising to see some of the gameplay twists in the later levels. Great job!
Was able to beat all the levels! I think it makes for some interesting puzzles, but it's still a bit unclear to me how the zombie moves, since it doesn't seem to always chase after me. I liked the art, nice job!
Interesting puzzle game! I think you made the right choice in abandoning the theme for the sake of not making the player wait for 10 seconds between moves. Good job finishing this in only one weekend!
Heh, I can see why 10 seconds did turn into 2 seconds. Obviously the theme was lost there but probably the end result was more enjoyable for the player. You could have possibly tried to tie it back to the theme by moving the player every 2 seconds but do something else every 10 seconds.
Bonus points for the art style which is very coherent and polished.
Fun! I managed to beat the first 3 levels, but I got stuck on level 4. The art style in your game is very good! I can see why the players movement changed to 2s instead of 10- that would have been pretty frustrating. Maybe the zombie could have moved every 10 seconds to preserve the theme?
Design is cohesive, idea of real time puzzle is interesting! I think it'd be better if the character was rotated with a keyboard key or just a click on the screen - there is not much reason to make player click specifically on the Sokoboy's sprite.
Failed to read the 'serviceWorker' property from 'Navigator': Service worker is disabled because the context is sandboxed and lacks the 'allow-same-origin' flag. =(
HTML5 (web) - works
Interesting puzzle game! But the music was not enough ='(
Really cool! Love the enemy! Made it a hundred times better! Sprites are really good looking and the colour palette is very pleasant! Such a nice aesthetic! Good work!!
Really interesting puzzle idea - it would've been nice to know what the enemy's path was beforehand, but it was really cool to use it to move boxes rather than simply avoiding it while solving the puzzle. I definitely agree with some of the comments about areas of polish, but overall I had good time playing!
Took me a moment to realize that I had to walk on the black path, with the external area being black I assumed black=pit of death.
After that, it was a lot of fun!
I loved the sprites, though there were times where I wasn't paying enough attention and didn't realize that my character was going to go the wrong way. I had to learn to "point with the hat".
Overall though, a stellar entry for the game jam! The mechanisms felt really clean which is hard to do in a "simpler" style like this so kudos for that. :D
Awww this game has been frustrating and complicated but honestly, I must recognize that the idea and the puzzle has a creative thinking behind it! Congratulations for how did you make it, but I missed a few things: - Some basic character animations. At least move some pixels to give more life to the game. - Give an extra option to unlock the rest of the levels. Don't give it that easy to the player. - Some basic narrative content. Why the player is stucked there? How and why is this character in that situation?
Anyways, we all know that ldjam is about creating and enjoy creating a game in a short period of time. So... Congrats again because this one really take me back to the old puzzles games of my gameboy when I was a small kid.
Thank you so much for giving me this kind of nostalgy in game. Please, continue creating this retro style! ✌
Fun twist on a classic - I love the introduction of the zombie in the second level, though I thought his movement was scripted per level for a while. :P Some animations might have been nice, but otherwise I dig the simple aesthetic.
Neat take on Sokoban! The second level is expertly designed, it demonstrates the zombies and their ability to push boxes at the same time if the player does the obvious solution! Also given the logo, is Sokobyo meant to be read as Sokobyō (as in 倉庫病 :D)
@bqq Thank you for your comment ! yes exactly, Sokobyō means "warehouse disease" because of the zombies ! and also byō means "seconds" in japanese, that fit perfectly the time based gameplay.
I'm a big fan of Sokoban-like games, and that was a fun twist to play with!
I sincerely did not expect the zombies, and it really freaked me out at first. Took me a little bit to understand how the zombie moved (and until then, it was pretty scary, haha) but once I got it figured out, controlling their movements and slipping in between pairs of zombies was a lot of fun.
I see that quite a few commenters above mentioned they'd love to have keyboard controls instead of mouse controls, and I find myself agreeing with them - but I think I'd like to expand a bit more upon that:
I find that a lot of one-button games in general work just as well with a keyboard as they do with a mouse, and although I personally prefer a keyboard, I've come to believe that this is (mostly) up to taste. If there really was only one button to press, I'd optimally want the mouse to work, as well as any button on the keyboard (maximizing accessibility).
Be that as it may, deciding to have mouse controls is a perfectly fine aesthetical choice. The main thing that bothered me about it, was the fact that I had to click [on top of the survivor] instead of [anywhere on the game board]. Although I can see that the design choice that was made makes you feel a bit more like you're directly controlling the character, moving the mouse around all the time sometimes felt a little bit awkward, and maybe it would be more comfortable to play without it.
That being said, I can see plenty of good reasons to anyways make you *absolutely have* to click the survivor, and absolutely have to use mouse controls: For example, if future levels introduced multiple survivors, the mouse controls would be immensely useful in deciding which survivor is the one you are attempting to control.
As a final note - I noticed that you can use both your left and right mouse buttons to rotate the character. That's awesome :) although both mouse buttons turn the character in the same direction - and maybe it would be more appropriate to take advantage of the fact that you have a second button to allow the user to rotate the survivor in the opposite direction as well?
(Also - thanks both to @roroto-sic and @bqq for explaining the pun in the name title - I was super curious about that and I'm glad that reading the comments cleared it up. That's a *very* good name, haha)
Comments64
I've encountered a couple of bugs:
1. if you and Zombie push Boxes towards each other in level 2, they will merge into one box instead
2. Then the zombie is capable of moving through that same box, and eventually reach the end of level and move out of it altogether.
Oh and fyi the ldjam embedded version worked flawlessly for me :)
Thanks a lot for bug report, i fix them.
My first entry is still playable, but a new bug free version, is available in browser : https://roroto-sic.itch.io/sokobyo. and window.
I wish there was some more reward when I complete a level. I would also have liked keyboard input, instead of having to aim and click my mouse.
The concept is cool, it's a nice twist on classic sokoban games.
The first two levels felt great, they introduced the mechanics nicely! I don't think I did what I expected on the third one though, but I beat it haha.
I would love to see more levels on this!
Great job doing this solo and thanks for the game 👏
And I agree with @asbjorn that keyboard input may be better than mouse. Anti-clockwise move is also needed.
I wish the game proceeded to the next level automatically and that there was some light background music. But I understand the limitations of doing everything on your own. Well done!
thanks for sharing it on stream :)
BTW I had the same error with embedding my Godot game onto this site, so don't worry about the error!
Also, love the art work / color palette, well done!
Your puzzles were very interesting and fun to solve and the "Baba is you" art is really cool!
Good job!
I like that you chose to go for 2 seconds instead of 10 seconds :)
Though I do think it would have been cool to have a way to choose the direction in which to turn for the character.
Bonus points for the art style which is very coherent and polished.
Great work!
HTML5 (web) - works
Interesting puzzle game! But the music was not enough ='(
Nice job
check out my jam game!
After that, it was a lot of fun!
I loved the sprites, though there were times where I wasn't paying enough attention and didn't realize that my character was going to go the wrong way. I had to learn to "point with the hat".
Overall though, a stellar entry for the game jam! The mechanisms felt really clean which is hard to do in a "simpler" style like this so kudos for that. :D
Congratulations for how did you make it, but I missed a few things:
- Some basic character animations. At least move some pixels to give more life to the game.
- Give an extra option to unlock the rest of the levels. Don't give it that easy to the player.
- Some basic narrative content. Why the player is stucked there? How and why is this character in that situation?
Anyways, we all know that ldjam is about creating and enjoy creating a game in a short period of time. So... Congrats again because this one really take me back to the old puzzles games of my gameboy when I was a small kid.
Thank you so much for giving me this kind of nostalgy in game. Please, continue creating this retro style! ✌
I can see why you changed it from 10s to 2s. Waiting for 10s for each move would have been really frustrating.
I sincerely did not expect the zombies, and it really freaked me out at first. Took me a little bit to understand how the zombie moved (and until then, it was pretty scary, haha) but once I got it figured out, controlling their movements and slipping in between pairs of zombies was a lot of fun.
I see that quite a few commenters above mentioned they'd love to have keyboard controls instead of mouse controls, and I find myself agreeing with them - but I think I'd like to expand a bit more upon that:
I find that a lot of one-button games in general work just as well with a keyboard as they do with a mouse, and although I personally prefer a keyboard, I've come to believe that this is (mostly) up to taste. If there really was only one button to press, I'd optimally want the mouse to work, as well as any button on the keyboard (maximizing accessibility).
Be that as it may, deciding to have mouse controls is a perfectly fine aesthetical choice. The main thing that bothered me about it, was the fact that I had to click [on top of the survivor] instead of [anywhere on the game board]. Although I can see that the design choice that was made makes you feel a bit more like you're directly controlling the character, moving the mouse around all the time sometimes felt a little bit awkward, and maybe it would be more comfortable to play without it.
That being said, I can see plenty of good reasons to anyways make you *absolutely have* to click the survivor, and absolutely have to use mouse controls: For example, if future levels introduced multiple survivors, the mouse controls would be immensely useful in deciding which survivor is the one you are attempting to control.
As a final note - I noticed that you can use both your left and right mouse buttons to rotate the character.
That's awesome :) although both mouse buttons turn the character in the same direction - and maybe it would be more appropriate to take advantage of the fact that you have a second button to allow the user to rotate the survivor in the opposite direction as well?
(Also - thanks both to @roroto-sic and @bqq for explaining the pun in the name title - I was super curious about that and I'm glad that reading the comments cleared it up. That's a *very* good name, haha)