name pending.
Also my first standalone post in this group, hi everybody!
This is my first game. The premise is that it is a sokoban, but your character wields a rake, and that rake is the one doing most of the pushing and pulling.
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The mechanics are surprisingly involved, and I was hoping for some feedback from unbiased strangers on how they feel. Is it too easy to get stuck? Are they too unintuitive?
There are 5 levels. First two show of the very basic mechanics of the rake and how to maneuver it. The second two add a new mechanic: a trashcan! :o
It is basically a generic sokoban crate in that it can be pushed by the Player as one would expect. (but not the rake!)
The final is a bonus level. it takes a surprising amount of moves to solve, but it lacks in the possibility space, so I found it quite easy as I was making it. Some of my less puzzle-inclined friends did show signs of struggle, but it seems the biggest roadblock was the lack of understanding of base rules and concepts I put in place. I hope to solve this by adding more intermediate levels to pad out the learning curve, and that's where you come in.
I am fascinated by sokobans, but haven't played a whole lot of them. Also, my game requires a bit of a different mindset when solving, kind of like pull sokobans feel totally different. In short, I need help designing levels. How do you do it. How do you make a level feel concise, elegant and unique. Should I add more mechanics, such as doors or whatnot? How do I make sure I have explored the breadth of mechanical depth the rules create?
If you decide to play around in the editor, please share your levels or your thoughts!
Thank you for your time, kind strangers!