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A jam submission

stuck roomView game page

Submitted by smyrnensis — 5 hours, 34 minutes before the deadline
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stuck room's itch.io page

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Comments

Submitted

Great implementation of the jam theme! Contrary to some of the comments on the non-jam page, I thought the rule discovery process was quite fair. Early levels have only so much you can do before getting the visual confirmation and it shouldn’t really be possible to get too much further without passing the knowledge gate. From a tutorialization perspective, level 3 might benefit from a tweak to add resistance to achieving the correct setup among seemingly arbitrary options. If the player locks onto the “almost” correct rule in level 3, they might completely miss the relevant detail in level 4. Again, I think everything is quite fair as-is; just considering where some of the aforementioned comments may be coming from.

Submitted

Quite interesting--I love that the main challenge was thinking about topology and not just thinking about which way to push the blocks. (And props for making your own engine.)

Submitted

Thank you very much for sharing such a wonderful game.

There were quite a few Sokoban-inspired games in this jam, but what I really enjoyed about yours was that, although the controls feel familiar, the objective and the strategy are completely different from Sokoban. That made it feel fresh and original.

One of my favorite ideas was how the game completely reverses the usual concept of getting “stuck.” In Sokoban, reaching a deadlocked state is something you always try to avoid, but here you’re often trying to create exactly that situation on purpose. I thought that was a brilliant twist.

Most puzzles can be approached by imagining the desired final arrangement and then working backwards from there. However, the game gradually introduces many more ways of thinking. It’s not just about stacking blocks—you also have to consider indirect deadlock situations where rooms become inaccessible, and once the green blocks appear, you have to think about avoiding trapping yourself while still reaching the flag. There are many interesting interactions between the different block types, and Level 12 kept me thinking for quite a long time. The satisfaction of finally clearing every stage was well worth the effort.

If I could suggest one small improvement, I think it would help to include the basic rules somewhere in the documentation or on the game page. I spent a little while figuring out how everything worked at the beginning. Once I understood the mechanics, the game became incredibly enjoyable, but I felt the initial learning curve might be a little high for first-time players.

Thank you again for creating such an enjoyable experience. I had a wonderful time playing your game.