The puzzle game I've been wanting to make for 10 years.
I really do like a certain kind of puzzle game. It is the forgiving kind, the one where the puzzle/level has more than one solution . This is mainly due to the fact that I suck at complicated puzzles - they make me feel stupid.
I started ideating around an enhanced Sokoban version some 10 years ago to try to create a game which delivers on these preferences. I did so in Director using iso sprites, made a working prototype with a level editor and dumped the game. The levels were ok-ish but lacked something. I kept thinking about the idea for all these years and restarted the project in Unity 8 years later.
The premise of the new version was to create a puzzle game with some environmental storytelling in which you are controlling one character. Something that also features some spatial exploration and gameplay mechanics which stack to create a bigger possibility space.
While creating the mobile/desktop prototypes I realised that having only one controllable character felt tedious & boring and here is why. Moving longer distances is not a very fun aspect of the game. Adding several controllable objects made movement more interesting because it doesn't feel like backtracking when you have to go back. Also choosing which object to move is already part of the puzzle and all of this increased the depth and complexity of the possible puzzles.
With the current prototype I try to figure out two things:
1) Is the game controllable with a touch device and do the controls feel nice. I tried many many different things, handed the game to many different players and I am now pretty happy with the current controlscheme as for the prototype. I am not done with that, but I know now that it doable and some players even seemed to grasp most things intuitively.
There are two ways to control the playable blocks. A Drag the selectable objects in the direction you want them to move and release. B Tap to select the object, then swipe anywhere on the screen to move. My favorite way of playing.
2) Are the demo puzzles interesting and does the player feel like playing more. I am now looking for feedback from players concerning this aspect of the game. Ignore that I am thinking about story on the game, that I want the blocks you can match to be "living things" you need to save and that the artwork is nothing more than coder art put in to help the player differentiate the objects. Just tell me if you had fun & if you see potential in the mechanics and how they stack.
Download the Android version if you would like to give it a try. >> Download >>
And please, please give me feedback about the game.
Windows/Mac builds also available but not recommended because controls are optimized for mobile use
Mechanics & Elements Allthough all elements shown here are already implemented some of these are still too buggy to have them in the prototype. Therefore I'll just give an overview of what the game has to offer. More things are already in my little book of ideas though.
Expanding The Sokoban Mechanics * Game has a 3D grid. * Blocks with a white framing can be selected and moved directly. * Other blocks can be pushed (except for the grey environment blocks). * Player controlled entities can climb one block. * All blocks can carry other blocks. * Goal: clear level by matching 3 or more blocks of same color. * Failstate: Leave 2 or less matchblocks behind. * Failstate: A matchblock gets detroyed or falls off the world. * Bronze,Silber & Gold ratings depending on moves needed to clear level.
Entities * Entities can move, climb, push, wander, patrol...
Rogue-like Seeking Entities * Some Entities can track you but only move when you move...
Batteries & Charging * Everthing that moves on its own needs to be powered... * Everthing with a functionality needs to be powered... * Things can already be powered/charged. * If not charged they need a battery placed on top.
Elevators & Platforms * These can be used to move upon.
Conveyor Belts * These can also be used to move upon.
Force Emitters * Apply a force in a certain direction. * Blocks can be stacked inside the force field.
Tractor Beams/Stasis Fields * Stasis fields keep blocks 'weightless' in their beam. * They can be used to 'grab' something and move it to another place. * Controllable blocks can move inside horizontally. * Are super versatile.
Factories * Produce objects defined as their production source. * Scan for a production source if non is defined. * Allow for some crazy gameplay and levels.











