My game is Sokoban , a simple crate-pushing puzzle game… or so it seems.
It actually fits all the themes of the jam if you think about what’s really going on in that warehouse:"

  • One Mechanic, Many Uses – “You only push crates, but that one action becomes the answer to everything  clearing paths, solving puzzles, and meeting delivery goals.”

  • Stuck Together – “In tight spaces, crates might as well be glued together move one, and the others block or follow, forcing careful planning.”

  • Unreliable Narrator – “The game tells you where to put the crates, but is that always the best move? Maybe the ‘instructions’ aren’t the truth.”

  • Fragile – “Every puzzle is fragile  one wrong push and the entire solution shatters, forcing you to start again.”

  • High Stakes – “You’re always just one move away from losing  the pressure builds as the warehouse closes in on you.”

"So, even though it’s Sokoban at its core, the way you think about each puzzle turns those jam themes into part of the experience."

StatusReleased
PlatformsHTML5
AuthorMeteorX778
Made withGodot

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sokoban.zip 80 kB

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