Isaac and the Conservation of Momentum
Help Isaac explore the conservation of momentum across more than 30 levels in this sokoban-like puzzle game!
Originally made in 7 days for the first Thinky Puzzle Game Jam. Let's not talk about the elephant in the room that is the fact that I completely ignored the jam's (optional) theme "The Elephant in the Room".
I wanted to make a fairly straightforward extension of standard sokoban so I could really focus on level/puzzle design for this jam.
I've added a few levels since the end of the jam. You can play the original jam version here.
Many thanks to Zachary Barbanell, Corey Hardt, Ethan Clark and Mender Berri for playtesting.
Made with PuzzleScript by increpare. (Though specifically with my fork which makes working with perspective sprites a little easier.) Level selector by Draknek.
Uses the Resurrect 64 Palette by Kerrie Lake. (I was weak and added one more colour to make the pits pop a little more.)
The source code is available on GitHub.
|Tags||2D, Pixel Art, PuzzleScript, Singleplayer, Sokoban|
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Just got to the end :) I really liked the various additions over the course of the level sets, and things get really interesting once you're juggling the properties of wood, sand, pits and metal!
It might be because of the post-jam extras, but I think the difficulty curve is slightly erratic, with some of the later levels appearing to telegraph their solutions. However, it's possible that I'd finally just grasped the mechanics by that point! Pit 10 was probably the hardest level for me, but perhaps because it's easy to stray far from the intended, deceptively straightforward solution.
To be honest, I think the difficulty curve in the second half of the game was already a little all over the place before the updates, if not worse. It’s mostly due to the fact that I couldn’t get those playtested properly in the jam, but probably also that I was too afraid of making levels too hard towards the end. That’s definitely something I’ll need to work on in the future.
I’m glad you enjoyed the game anyway! :)
A level select feature would be greatly appreciated, but otherwise, great game! I had a lot of fun playing this, and the mechanics are intuitive but deep enough to make room for interesting level design. I really liked the pair of levels near the end which had nearly the same layout but differed in a small detail that made it require one extra ball to solve.
Thanks for the kind words! :) There’s a few more levels I’d like to add to this version, and I’ll look into adding a level select afterwards. It’s always a bit of a pain to add it to the exported game, which is why I just opted for a level skip this time (but admittedly, that’s a little annoying to use with over 30 levels).
Didn't play all the way through, but super solid + nice level design here - at least so far I appreciate that you've been able to keep the interestingness:difficulty ratio very much tipped in favour of interestingness :)
Thank you, I’m glad you enjoyed it! :)