2022-03-12
An implementation of Sokoban with no pusher. Use the mouse to drag the boxes to the targets, making sure to keep the grass alive while you do. The game also keeps track of your moves in a timeline, which you can edit after the fact for more precision solving.
I like the feel of games like Rush Hour, both the physical and conceptual feel of dragging blocks around directly. I realized I could create an interface to Sokoban with the same qualities, and put together this prototype. It worked great, but needed a bit of streamlining. I implemented it in Godot and refined the interface - even better. Solving puzzles in sokoban had never been so effortless; I found it easy to enjoy puzzles that had overwhelmed me in the past. I want to play all sokoban-likes like this. One day, I will re-create some in this implementation.
I started adding more features to make it even easier to play: note-taking tools, predictive tools (which I ended up cutting), move sequence editing, and more. I have a long-standing dream of facilitating a fully deductive play-style for Sokoban. I was able to realize a lot of ideas from that dream in this project, but there are still plenty others that could be included - such as working backwards from the solution, and more sophisticated move sequence management and editing (to better facilitate entering moves out of order, as they are deduced).
There are lots of exciting places this project can go, but it needs some time to simmer before I get back into it.