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Cart #sokobubble-2 | 2025-02-02 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA

Sokoban with a twist! The box pusher is always in a bubble. Which boxes it can see and push depends on the bubble it is in.

Background

This is a polished version of the game I developed during this year's Global Game Jam, with theme 'bubble'.

Changes


v0.9.1

  • Easy mode with:
    • Push move undo
    • Show colours of targets and boxes that do not match bubble

v0.9

  • Eight more levels
  • Polished look (sprites, title screen, label, everything)
  • Level progress is stored
  • Level selection menu
  • Level stats screen

Feedback wanted

The game currently features sixteen levels. I plan to add eight more. Your feedback on the current levels is very welcome.

  • What difficulty should the new levels be?
  • Do you prefer the two or four colour levels?
  • Would you like a few larger levels?
  • Any other suggestions?
3


This was interesting! I got frustrated on the “order” level because my tractor ended up accidentally bumping the blocks as I was walking the tractor around and the blocks became unmovable. This happened so many times that I gave up. Perhaps adding some kind of subtle lag to the magnetism of the tractor to the pushing of the block could help solve this issue — if others are dealing with it at least. The accidental movement became frustrating enough that I gave up.


Currently on mobile and played the first 10 levels.
It is very easy to make a wrong move by mistake on mobile, and even if controls were on keyboard, the game really needs an undo button.
Puzzles are nice so far, but the board is hard to read.
1st , a box that is neither red nor blue shouldn’t be a box at all, use an unambiguous grey wall instead.
Having the same visual for unpushable blue and unpushable red is also not great. You could keep the main colour and add a grey checkerboard to convey the locked status of the box, for example.
Having the targets change colours seems pointless and distracting : their blue/red colour is always relevant, and the block colours ne player colour already clearly convey the durent active state.
Blocks over switches are hard to see. Combined with no undo, this is what made me give up L10, even though I’ve visualised the solve path . I’ll retry later on PC, to see how playable it becomes with propper keyboard or game pad.


Thanks for both your feedback. As you may have guessed, this game has been fully developed on PC, with a big screen and keyboard. Accidental key presses very rarely happen there. You may still make a move that you'll soon regret, but that is more a thinking mistake, and I don't mind punishing the player for that.

Hiding the colours of boxes and targets when they do not match the current bubble matches the original bubble idea. You only see a subset of reality, based on the bubble you're in. It also adds a memory aspect to the puzzle experience, which is, I think, a nice extra dimension. However, I can see why some players may not like it, as it hinders the core box moving puzzle solving aspect.

My idea therefore is to support both. You can choose a difficulty level. The hard difficulty is the current game. The easy mode:

  • adds undo last push,
  • does not hide target colours, and
  • allows distinguishing colours of non-bubble matching boxes (by only darkening them)


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