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sokoBAM's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Overall | #1 | 4.267 | 4.267 |
| 🧠 Mind | #1 | 4.333 | 4.333 |
| ✨ Soul | #2 | 4.400 | 4.400 |
| 💀 Body | #3 | 4.067 | 4.067 |
| 💖 Heart | #6 | 4.267 | 4.267 |
Ranked from 15 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
What did you revive? What was your inspiration?
Revived an idea for an action-sokoban inspired by Fire Emblem and Heroes of Sokoban
How do you play your game? Is controller required?
No, but it's great.
What asset packs did you use? What, if any, content is AI generated?
Used Kenney's controller icon pack. No AI generated content.
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Comments
wow! I can't believe the amount of content you've included in this! Multiple characters with different abilities and lots of puzzles (which is already hard) using those characters' abilities is such a difficult thing to do in a jam.
The game felt good to play, but I can't help but feel that the enemies make some levels not feel as tight as they could be and like there are multiple solutions, usually involving juggling the enemies around.
Still really really good submission
Yeah I think you’re probably right about the enemies, I’m sure there are exploits in at least a handful of levels. Initially the game was gonna be more tactics-combat flavored but drifted towards stricter puzzles. Wrangling enemy behavior for that was definitely the most involved bit of programming.
Such a great, solid puzzle game! It feels super snappy to play. I love when puzzle games let you blaze through them as soon as you've figured out the solution
I really like the artwork, did you draw it all yourself?And it's so nice that you allow us to skip levels and experience more of the game's content too!
I think the only thing I drew was the tree, the rest was done by the two amazing artists Alan Lujano and Ethan Le
What is the goal of this level?
I was actually able to get myself stuck in the goal door (up-up-spam left-up-right-up), but it seems to be disabled. I was able to get an enemy on each red button, but that wasn’t it.
Cool otherwise! Reminds me a lot of Tactical Breach Wizards.
I love TBW! Goal of this level is stop the goons from crossing the laser and locking the door (which you can do pretty much same way you stunned em already, just earlier). Tho since the laser doesn’t seem to be drawn in that level must be a rendering bug! You can always skip a level with ]
I made it a bit further, thanks. I think the ability to swap characters is cool, and really adds a lot of complexity. But my head hurts after a sokobon gets too complicated, ha!
Give my regards to the character and banner artists, these designs are so charming! I love the first player character.
Really creative take on a sokoban! The characters are great both in terms of visual and gameplay design. The soundtrack is also great, though the volume was so low I hadn't realized the game had music until I read the credits on the description.
To be honest, I'm not a big fan of sokoban games, but I wanted to see where the story went, so the skip level command was very helpful when I got stuck on some of the puzzles hahaha
Great job!
Neat spin on a Sokoban game and the overall visual presentation is pretty awesome.
I ended up getting stuck on the level with only Windmill, three bad guys, and two red button-looking objects. I didn't really know what the red things did and maneuvering the AI to try and put them on top of the buttons got unpredictable so I had to call it after about 10 minutes of trying on that one.
The characters are really cool and I wanted to keep up with the plot as I was getting into the different puzzles, but the dialog boxes only show for a limited amount of time and they usually appear at either the beginning or key moments when I'm currently focused on figuring out the puzzles. I think the bordering background is super cool and really sells the comic book vibe of the presentation so you could lean into that more by having more close-up images of the hero characters with their dialog boxes pop up in the corners (like separate comic panels to further frame the puzzle space) and continue to show those after they've appeared so that you could still have the timing of when characters speak, but also not force players to switch brain modes from puzzle-solving to following a story in the middle of those two things.
Ah I added a skip-level button in the menu exactly for this reason but I only tell the player about it on the next level! Yeah actually the comic panels was an idea we were going to do but alas, only two weeks. Arranger uses that idea to great effect, maybe we’ll revive it for next jam!