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While it feels like there is the basic semblance of the game here, I hope to see a lot more happening with it. Not sure the pulling boulders actually helps or hinders the game; maybe that should have been left to item use, or skills, or some exhaustible resource.


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I played for about 30 min, and ended up with 187 defense on level 19 (not sure if there is a limit to the number of levels) and nothing could hurt me, but oddly only regular mice were spawning. 

Once the game crashed (maybe an infinite loop) when going though a door. About 10% of levels were unsolvable, usually because there was no way to pull or push the block around a tight corner, or a treasure box was blocking, so thank you for the skip button. 

Overall, very enjoyable concept that I'd like to see expanded.

THANK YOU for the thorough playthrough!!

  • I had more robust level validation, but I broke it when I introduced “pulling” the boulder (mostly concerned with Cyclops’ pushing the rock in a way that makes the level stuck)
  • The monster table has a bug that only the smallest rat appears after level 10 or 20…! Whoops! This same bug affects the “buffs” the monsters get, so instead of having higher HP, defense, and damage, you get base difficulty monsters, which basically eliminates all difficulty…

Going forward, I will replace the “stuck” button with a “reset” button, and have the full suite in place to make sure levels are solveable, even regarding chests, monster actions, and hallway-elbows. (There is in fact another bug / incomplete feature that is meant to make open chests something you can walk on top of, but that wouldn’t have been a complete fix)

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Making it so you can walk on chests after they are opened is a good idea and would fix a lot of issues I had. Or make them pushable/pullable like boulders

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Bug report, I think this intro level is unsolvable

(There should be an image below, but itch is being odd)

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Enemies and combat in a Sokoban game is such a cool and unique concept! It would be cool if the enemies were tied more to the Sokoban puzzle-solving aspect of the game - like maybe you could use the enemies to somehow solve each puzzle?

you’re on the right track, dude. The enemies can in fact trigger the exit, but the “puzzle” development side did not get far enough along for this to be used as a solution element.

Procedural generation is a key element for 7 Day Roguelike entries, but prebuilt levels or rooms (and some additional items / abilities) will definitely use mechanics like that in the future!