Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines
(+1)

As the guy who did a lot of the impossible levels (and this also applies to the other people who did this) we all come from the Celeste modding community and are mostly also puzzleheads to my knowledge,  so the with the process of stitching the levels together being done late into development, there were definitely some weird kinks in the progression that could have been ironed out, but weren't since we're just all comfortable with that kind of difficulty spike. The biggest challenge was surprisingly just getting the gnome 1 thing to be intuitive, but in hindsight it probably rings less true with people less familiar with the sokoban genre, since for more seasoned puzzlers they'd be familiar with everything in the game besides the twitter aspect. Glad you enjoyed so much!

(+1)

That's fair!! Completely understandable in a game jam setting! I think for me, I'm not a super experienced puzzle head but the gnome 1 clue was pretty clear most of the time, though there are some of the levels that had a bit too vague of a clue. I did find the sokoban aspect of the game quite fun as well