
Explore a mysterious non-linear world filled with puzzles and secrets. Make small creatures work together to lift the curse and reconnect the world.
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About
Ligo is an adventure Sokoban game, where you solve handcrafted puzzles and mysteries about the world by merging, cutting, pushing smalls creatures together and crushing squids with blocks.
Each part of the world has different rules and challenges. Explore an interconnected world of puzzles and mysteries. You take control of small blob-like creature and make them work together to solve many types of challenges.
Features :
Nonlinear puzzle game
Challenging and rewarding
More than 200+ handcrafted puzzles
Full of mysteries and secrets
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, French
Engagement
Reviews
Themes across 40 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
《Ligo》是一款优秀的“平台推箱”解谜大作,不要把它和名字相似的英语猜词解谜《[url=https://store.steampowered.com/app/1814170/Lingo/]Lingo[/url]》搞混了( 作为一款推箱解谜游戏,本作有足足200+个谜题和三四十个小时的体量,这种体量已经很罕见了,如果不是因为我见过更大的作品我可能会更惊讶(咳咳,[url=https://store.steampowered.com/app/2770160/Maxwells_puzzling_demon/]麦克斯韦[/url]),但还是要强调,这种体量从来都是离群值。 那么废话不多说,开始介绍本作的: [h1]核心创意[/h1] 本作的底层机制是“平台推箱”。常规的推箱子可以看成“俯视角”的2D,而“平台推箱”虽然也是2D,但就像平台跳跃游戏一样,有“重力”的设定,算是推箱子的一种常见变体。除了可以推动箱子之外,主角还可以“抓取”面前的箱子一起移动。这套底层机制感觉有点像《[url=https://store.steampowered.com/app/1147890/Bonfire_Peaks/]篝火山峰[/url]》的2D版本,当然《篝火山峰》的创意并不在底层的移动方式上,本作也一样。 我认为,本作真正的核心创意在于[b]对“多控”机制的改造[/b]。一般来说,多控就是在关卡中[b]同时[/b]操控多个分立的“主角”(不是那种可以在多角色之间切换,每一步只操纵其中一个角色的设计),而本作的改造针对的就是“分立”这一点。在一些情况下,多个主角在靠近时可以[b]合体[/b],合体后的主角的行为会和多个孤单的主角有一些不同,比如连接后的主角不可以再被简单地分割开,可以看成能够维持形状的“刚体”。 在你脱口而出“这不就是粘块、异形块那一套么”之前,本作的合体机制还有一个在其它游戏中都没见过的细节,那就是主角只能选择横向[b]或[/b]纵向合体,已经横向合体的主角不能再纵向合体,反之亦然。也就是说,合体后的主角要么是很高一根,要么是很长一条,不能产生其它复杂诡异的形状。 下面我会解释为什么这个看似不大的创意其实另有乾坤,而且解决了多控机制的一些常见问题。 [h1]多控的问题与本作的方案[/h1] 往解谜游戏中加入多控机制是一种非常常见的[b]增加谜题复杂性[/b]的方法。多控机制之所以常见,是因为它非常“通用”,因为绝大多数解谜游戏里都有可以操纵的角色,增加几个完全一致的角色可太简单了,有时连代码都不需要改。但也正因为常见,多控移动或者一些比较常见的扩展能玩出的许多花样早就被几十年间的前辈们玩烂了,在这方面想要推陈出新是非常困难的。 而且,“复杂性”增加不代表“趣味性”也跟着增加。人脑是不适应处理多个同时移动的角色的,如果你觉得两个还好,那三个呢?四个呢?尤其在某些步骤中,有些角色会被阻挡而另一些不会,有些角色会和其它要素互动而另一些不会,在这些情况下,往前预测一步有时都需要挺大的计算量,更别说更往前了,而我已经说过一万遍“不可预测”就意味着“无法运用逻辑推理,因此只能试错”的观点了。“试错”和“趣味性”至少在我心目中是划不上等号的。 如果处理不好这些问题,那么你的游戏在加入多控机制后,不仅可能如同“重复造轮子”一般没有带来更多令人惊喜的可能性,还有可能让解谜的过程过于繁琐。所以现在很多设计师在经过权衡之后,往往认识到加入多控机制弊大于利,从而放弃加入这一机制。 但话又说回来了,我只说了“如果”处理不好这些问题会怎么样,并不是说就没有处理得好的方法,本作就探索出了其中一种这样的方法。 首先,你可以说主角可以合体/粘连的设计并不是本作独创,举个例子就是《[url=https://store.steampowered.com/app/1492620/Jelly_Is_Sticky/]黏黏果冻[/url]》(Jelly Is Sticky),但只能横向/纵向合体这个设计可不能说只是个无关紧要的限制。解谜游戏是“限制的艺术”,限制(“我不能做什么”)和可能性(“我[b]可以[/b]做什么”)往往是一体两面,与其将目光放在这个限制使得“异形块”的设计空间大大缩小这个方面,不如思考这种限制会带来什么新的可能性。比如我认为谜题中出现某种情况会很有意思,这种情况是某个东西在某个方向上有“粘性”,而另一个方向上没有,显然,比起各个方向能够随便乱粘,反而是有了限制的本作可以构造出这样的情况。所以在我看来,本作的机制设计具有独创性。 其次,允许多个主角合在一起,显著减少了某些状态下思考的复杂性。当然,从全局上来看,除了原本只存在孤立主角的状态,还要加上存在合体主角的状态,要考虑的状态数量其实是更多了,但只要在推理过程中能够确认在某一步中需要合体,就能减少后续步骤的计算量,同时也引导玩家思考前面要怎么到达这一步,减少了“试错”的感觉。这也就是我常说的,在谜题中寻找“关键步骤”或者“瓶颈步骤”的重要性,我想说的就是本作的机制设计有助于突出这样的思维方式。 要说减少复杂性,我认为也可以部分归功于本作是“平台推箱”而不是普通推箱这个事实。在重力影响下,合法的状态数量是不如可以到处乱走的普通推箱的,但围绕重力又能做出很多新鲜的设计。显然,这又是一个限制和可能性一体两面的例子,不过和这一段其它内容没啥关系,所以就点到为止。 [h1]解谜目标[/h1] 在往下说之前,我打算先说本作的一个挺有意思的创意,那就是每个谜题的[b]解谜目标[/b]。普通推箱解谜的常见目标是将箱子移动到指定位置,而本作中的解谜目标是用箱子等方式“压死”乌贼“敌人”,这就增加了许多可以思考的问题:我要从什么方向、以什么状态压死乌贼?[spoiler]乌贼本身可以被移来移去[/spoiler](Summer B剧透)的设计更是让[spoiler]最终压死乌贼的位置[/spoiler]也成为了可以考虑的问题。 可以说,将一个看似简单的解谜目标拓展成众多独特的问题,就是解谜游戏设计的核心。我在[url=https://steamcommunity.com/id/weinima233/recommended/1409180]这篇评测[/url]中有思考过“目标出发的分析”的可能性,或许可以让“到达终点”这样的简单目标也迸发出新的活力,而本作就是直接设计一个新的目标来进行探索,不能说更好,但确实更容易做出新的东西。 唯一有点遗憾的就是,在第一个大区域之后的关卡中,[spoiler]可以移动乌贼[/spoiler]的可能性几乎没有再获得更多的探索。不过就算是这样,很多谜题的最终状态还是很难想的,所以我觉得探索得也够到位了。 [h1]其它机制设计[/h1] 围绕“合体”的设计,本作自然而然地探索了一些其它的机制,每个不同“颜色”的大区域都引入了一个核心的新机制,然后在差不多30-50个谜题中探索这种新机制所带来的新的可能性。 一个新机制对几十个谜题,你可能会觉得这个比例比较不可思议,真的不会有充数的水关吗?真的有那么多独特的可能性可以探索吗?还真有,本作中加入的每一个新机制,都能让已有的可能性翻几番。不相信?接下来就分析一下本作所有的其它机制,我将不仅描述它们各自产生可能性的方式,而且还会描述和每个机制有关的一些亮点。显然会[b]对具体机制造成剧透[/b],所以会用黑条盖住其中的一些部分。 Autumn:新机制是[spoiler]切割主角[/spoiler]。这个机制的引入其实真的挺妙的,它不是单纯引入一个可以[spoiler]切割主角[/spoiler]的新要素,而是让许多解谜游戏(甚至不仅限于解谜游戏)中的“老朋友”——[spoiler]单向板[/spoiler]——来承担这一职责。在揭晓之前,就算把这个要素摆在你面前,它也不会吸引你的目光,只有在时机到来之后,你才会恍然大悟。 至于这个机制产生可能性的方式,我觉得很容易理解吧?在之前的关卡中,[spoiler]合体都是不可逆的[/spoiler],而将其变得[spoiler]可逆[/spoiler],也就产生了各种[spoiler]让主角分分合合,以此来操纵形状[/spoiler]的可能性。 Winter:新机制是[spoiler]重力切换光束[/spoiler]。这个机制让[spoiler]主角和箱子可以具有不同的重力方向[/spoiler],不仅大大增加了排列组合意义上的可能性,而且还引入了[spoiler]重力“平衡”计算[/spoiler]这种在其它游戏里没怎么见过的概念。[spoiler]发射光束的“箱子”实际上也可以移动[/spoiler]的拓展设计浑然天成,揭晓时既自然,又很让我惊喜。 Spring:新机制是[spoiler]“不可活动”的灰色主角[/spoiler]。这个机制比起前面那些没有那么惊人,我指的是“哇,这下可能性不得爆炸”这样的惊人,该机制仍然属于对核心机制的自然延伸,并且增加了排列组合意义下的可能性。 接下来要说的部分属于本作刻意隐藏的部分,因此剧透分量会比前面还要严重: [spoiler]Misery[/spoiler]:这部分真正的新机制[spoiler]粘块[/spoiler]产生可能性的方式不用我再赘述。我觉得最有意思的倒是进入这一部分的前提,也就是[spoiler]移动传送器[/spoiler],这个想法是挺有意思的,不过在逻辑上说到底只能算是一个[spoiler]需要运到特定地方的特殊箱子[/spoiler]而已,算是解谜目标上的扩展。当然,靠自己发现这一点还是很有成就感的,Winter中[spoiler]重力光束箱可移动[/spoiler]的设计可能也算是某种提示。 总的来说,在本作中,一个新机制对应几十个新谜题完全不奇怪,可以在不做充数关的前提下保证谜题的量和质。 [h1]谜题设计和难度[/h1] 其实真没啥好说的了,还是套话:利用这套机制,本作成功设计出了许多独特、清晰的优质谜题。“清晰”就清晰在很多谜题都可以通过倒推最终状态、思考“瓶颈步骤”等有逻辑的方式解出,而且明显能看出设计师有鼓励这种思考方式的意图。 在200+个谜题中,只有个别谜题让我个人觉得不是特别清晰,比较“挪”(依赖对状态转移图的搜索和试错),甚至有多解的可能(多出来的解大概率是非预期解,大部分已经被设计师修复)。怎么说呢,其实并不意外吧,毕竟“多控”仍然是本作核心机制的一部分,就算我之前说过本作处理得很不错,也还是不能完全解决“可预测性”的问题,不过我还是要强调,这个比例比起其它多控解谜已经很小了。 这也并不意味着这些谜题很简单,事实上,本作基本上在一开始过了教程之后就会上难度,很快到达中等/中等偏难的程度,但之后基本上一直保持在差不多的难度范围,只在涉及某些机制(Winter的机制)的谜题上有比较明显的难度提升。 [h1]总结[/h1] 综上所述,本作通过对“多控”角色合体等机制的深入探索,辅以优秀的谜题设计,铸就了一款十分新颖、耐玩的推箱解谜游戏。毋庸置疑的是,和很多其它评测中提到的一样,本作肯定已经坐稳了2025年度解谜游戏高光之一的位置。 结论:[b]强烈推荐[/b]。 [quote]普通玩家一枚,关注独立精品。不是为了特立独行,只是为了追求自我。 喜欢我的评测?欢迎关注我的[b]鉴赏家[/b]:[url=https://store.steampowered.com/curator/44752532/]老船长OldCaptain[/url],推荐一些我个人觉得有特点的游戏。 若还想了解更多游戏相关信息分享,敬请关注我的[url=https://wise-farmhouse-ac9.notion.site/OldCaptainWZJ-16df304725d580a0a767d6ed91ddc41c]个人主页[/url],包含我组织的游戏推荐数据库等内容。[/quote]
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Hours played at review time, across 40 reviews with recorded playtime.
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Difficulty : 4/5 (Very Hard) Global : 5/5 (Perfect) Curator page : [url=https://store.steampowered.com/curator/44695991-Anokturnus/]Anokturnus[/url] Look no further. If you like sokoban games, Ligo will probably be the best of this year. Ligo takes you to a mysterious galaxy plagued by yellow squids. You control one of the creatures tasked to cure every land of this galaxy; the squids need to be crushed. Ligo is a purely 2D sokoban in a side view, which is actually pretty rare! Sokoban games are usually false 2D, a top-down view but they actually have a lot of verticality in them. Purely 2D sokoban games tend to sacrifice the y-axis and don't play with height. Puzzle games that choose to sacrifice the z-axis are usually puzzle-platformers, which is why Ligo is original. It's NOT a platformer, the only similar game I can think of is Snakebird. The first world of Ligo is perhaps the best tutorial I've ever seen in a puzzle game. A few puzzles in and you already know this game is gonna be incredible, everything is just perfectly crafted. The very first thing that impressed me was not even related to the puzzles, it's the music. Every track of this game is fantastic, these calm and melancholic tunes complement the feeling of the game extremely well. Props to the composer, really! The puzzles of this first world teach you the basic tricky interactions you'll have to deal with, it's literally a shower of "aha moments" that instantly makes you understand the puzzle design is excellent. So, what exactly are the mechanics of this game? Like every sokoban, the cube is your best friend. However this time you also have other best friends, namely other creatures like you. Dealing with several creatures at once is one of the strong focuses of the game. Don't worry if you hate simultaneous control, there are plenty of puzzles with only one creature! The creatures can fuse when they come into contact in a specific position, resulting in a longer or taller creature. Another major aspect of Ligo is weight, it's not a game that just plays with height, oh no! Cubes are heavy, you can use them to crush squids, no problem. A creature is lighter than a squid though, which means you can't just fall on a squid to crush it... unless you're in fused form. Two fused creatures are heavier than a squid, but still lighter than a cube. You actually need 3 fused creatures for a cube to be lighter. The latter info might seem irrelevant, but this is an extremely important aspect later in the game as you'll get to the most complex mechanic : gravity beams. I won't go into detail about it... but yeah, you can imagine how tricky weight management can get with it. It's really hard to describe Ligo's mechanics in detail given how rich the game is. It just fully explores everything, every puzzle feels different and explores a subtlety of the mechanics; this is the mark of the great puzzle games. The puzzles are small, you can end up brute forcing some of them, but overall the interactions and setups are just too tricky and precise for that. Which means the difficulty is very high, Ligo is a long game that requires careful analysis and patience. Ligo doesn't only have self-contained puzzles. This is what often makes me push my rating to 5, good meta puzzles are the undeniable proof that the dev completely mastered their craft. And yeah, Ligo has them. As you progress through a world, you unlock cubes and creatures that help you reach other puzzles. Simply reaching a puzzle can be very tricky sometimes, the worlds themselves are indeed puzzles. The self-contained puzzles are just an isolated piece of the world, which means you can use the vines, platforms or anything in them once they are completed. Yet, that’s not all! Once you’ve unlocked everything in a world, a final puzzle awaits you. Somewhere in the world, you need to bring every cube, creature and even yourself and reproduce a certain shape with them. These special puzzles reward you with a piece of cryptic lore, which I honestly never could make sense of haha. The last things I need to talk about are huge spoilers, don’t read if you haven’t fully completed the game! [spoiler] When you wander through the first few worlds, you’ll notice reversed, inaccessible puzzles up in the sky. It’s obvious you can’t reach them the first time, but I hate delaying puzzles. So I tried a bunch of things, starting with bringing a cube from another world. You see, every world has a teleporter, this is your way of traveling across the galaxy. So what if I teleported a cube? Eh, no it doesn’t work. Makes sense, that would break pretty much every meta puzzle. So what if there was something hidden? Could be, like a gravity beam at the bottom of the void… but no, nothing. But as I explored much later worlds, I ended up making a very interesting discovery: I broke the teleporter. It is composed of a roof and a special cube at its base, which can apparently be removed. The thing is, I fell on the roof, reversed by a gravity beam. And yeah, I never thought about it because teleporters are usually completely isolated from the rest of the puzzles, but entering the teleporter in reverse is doable and actually also teleports you in reverse! Such a cool moment. The best thing is that this isn’t even the only condition to reach the reversed puzzles. Taking the teleporter in reverse is the end, beforehand you need to correctly set up the puzzle elements to help you. That just goes to show how incredible Ligo’s puzzle design is. Yet, that’s still not the coolest moment! Breaking the teleporter is very useful for the meta puzzles, it counts as a valid element for the shape puzzles. I thought it would be their only use… until I observed a very strange thing. The roof of the teleporter has a sign on it, and I just found that sign on a random stone block. I had already encountered that sign before, so I thought this might just be a decorative element. I explored the world once more, and the verdict was clear : this is not decoration. The quest to unlock the misery worlds was on, these 4 secret worlds require to find a way to break the teleporter, find the sign, and finally find a way to create that new teleporter. I hadn’t had such a mindblowing moment in a long time, meta puzzles are a thing… but meta secrets like that are on another level. [/spoiler] What more can I say? Ligo didn’t just live up to my expectations, which are quite high, it completely smashed them. A must-play.
A hidden gem of a game, it's easily one of the best puzzle games of 2025. Ligo is a gravity-based, multi-control puzzle game with incredibly novel mechanics. I was just as amazed by it as I was by Bonfire Peaks, since it has everything a great puzzle game should offer. Each level is designed with clear objectives and challenges, leaving very little room for unintended solutions. The game also features meta-puzzles that you must solve to progress and clear each world. While not explicitly stated, the backdrop story is heartwarming. Currently, the game hasn't had the "Profile features limited" restriction lifted. A game this good shouldn't go unnoticed. The only minor drawback is that you don't have many levels to play when you get stuck. And the Winter world, in particular, involves gravity inversion, making it very difficult to plan your moves ahead.
重力ありサイドビュー箱移動パズル。難しいパズルを打開することが快感な人向け。 個人的には難しさと面白さのバランスが合っていない印象でした。というのも、パズルを考えるときに、「なんか色々やって、最後にこの状態にもっていけばいいんだな」というのをイメージしたとして、実際に”その状態”にもっていく手段が、なんというか論理的に考える以上に、とにかく色々動かしまくってみる作業ベースのアプローチが多かった気がしています。いわゆるEureka(ひらめきの快楽)のパズルでは無く、Fiero(苦労の末に難問を打破する快楽)のパズルゲームだと思いました。闇のパズル。 最近の流行なのかもしれませんが、安直にメタパズルを組み込むのは慎重になって欲しいと思います。このゲームのメタパズルは冗長で面白くはなかった。個々のパズルはシンプルで美しいのにどうしてこんなことを…… と不満点も少なくないのですが、実際そこまで超難問ばかりというわけでもなく、楽しく遊べるよくできたパズルでした。冬が来るまでは。普通に遊ぶとエンディングすら見られません。なので、まあ、後はFieroってください。 https://www.youtube.com/watch?v=lgTv2r_WuRg&t=468s
[b]9.5/10[/b] Squish Squids with cute ghosts. [b]What is it:[/b] This adorable game is about mini-ghost people that can combine and detach like power rangers, with the goal of squishing orange squids. Do I enjoy it? Absolutely. The premise already starts you off where some puzzle games evolve into. You start controlling one ghost and quickly realize once others are introduced that they move in sync. This is where the heart of the puzzles lie. It has a mix of everything thinky and makes me happy: blocks with different characteristics to push and pull, dark ghosts that refuse to cooperate unless you give them a hug - and gravity! It also uses its environment in a puzzly way that I have never seen before. There are vines you can climb up and down and if they have a big bud at the end you can stand on top of them. Gravity allows for squids and boxes to smash against each other and essentially float in mid air. Wooden platforms that restrict objects from passing through to one single direction allow us to cut up and resize our ghosts into tall towers or long worms. There is a unique combination of mechanics that I have never seen before and easily puts this game in a league of its own. Overall: amazing! Oh I forgot to mention that there are meta puzzles that you need to solve to access some levels which are often harder than those levels themselves. This makes the game more than amazing - unforgettable. [b]How hard is it:[/b] hard to very hard, ★★★★★. [b]How long is it:[/b] More than 210 levels, took me about 75 hours to complete. Hard levels can be skipped but you have to solve some levels to progress - meaning it is possible for progress to come to a complete halt. [b]Level design:[/b] Beyond exceptional. I found next to zero fat. 99% lean meat here.Rating 9.5/10. [b]Quality:[/b] Undo through resets, level select is done by moving throughout the overworld - super immersive. All controls are intuitive and remapping for controller and keyboard. Volume sliders. Grid toggle (tho I never used it). Has all the settings you’d expect/need. Cloud saves work. Fast and responsive. [b]Worth the price:[/b] Yes X9999. [b]Most positive aspect for me:[/b] The unique combination of mechanics. I feel like I have played a puzzle game that contains one or two of the mechanics here, but the way this game combined them all made it a unique puzzling experience. Familiar yet brand new. [b]Most negative aspect for me:[/b] Sometimes I felt like I was running around with my head cut off and would stumble upon answers. This just happened a handful of times though. [b]What would make it better:[/b] While in the overworld, I wish I could zoom out and see the whole world in one shot. This would have made solving the overworld puzzles a little less stressful. [b]Also consider:[/b] [url=https://store.steampowered.com/app/357300/Snakebird/?curator_clanid=25928931]Snakebird[/url], it has a similar POV and “running around until the solution occurs” type play style. [url=https://store.steampowered.com/app/1747510/An_Architects_Adventure/?curator_clanid=25928931]An Architects Adventure[/url], it shares a similar freedom of constructing a particular shape to solve a puzzle. [quote]For more puzzle game reviews, news and everything puzzle-related, follow [url=https://store.steampowered.com/curator/25928931-Puzzle-Lovers/]Puzzle Lovers[/url] and check out our [url=http://steamcommunity.com/groups/puzzlelovers]Steam group[/url].[/quote]
《Ligo》应该是目前2D平台(含有重力)且基于网格的推箱类逻辑解谜游戏里最好的之一。 平面的类推箱确实玩得有点腻了,本作在平台上引入了能够抓住和放下箱子,以及多角色控制的基本机制,立马抓住了我的眼球。也因为是前所未见,非常新鲜的机制,所以前期需要适应一下多角色的操控,其实它并没有想象中的复杂。 随关卡推进,层层递进的内容与新机制不断地给我带来惊喜,中期一度怀疑商店页写的200+的关卡到底在哪,直至揭开更深层的秘密才恍然大悟。最重要的是,关卡在设计上至少有98%的构造关卡——能倒推所需目标的结构设计,其实应该是100%,不过部分关卡的可能性确实太多了导致有点混沌,所以话就不说满了。 总之,非常推荐给喜欢扎实的解谜体验的玩家~ [b]+++海量构造关卡 ++有趣的大地图meta谜题 ++更深的秘密[/b]
Ligo is a brilliant spatial logic puzzle game. Good puzzlers rarely simultaneously excel in puzzle design, atmosphere, sound, and art. After clawing my way to the Ligo end game over the course of 70+ hours, I am here to report Ligo absolutely shines in all respects. Ultimately this is another block pushing game, but this one is special and belongs in the same league as Baba Is You and Stephen's Sausage Roll. The SSR influence is especially evident. At first glance Ligo's mechanics seem relatively straightforward. Push blocks, crush squids. Then you begin to progress through the levels and soon realize every level is a bludgeon to the head, each one more severe than the last. The bludgeons are disheartening and painful. You begin to wonder if 5 hours stuck on one puzzle is really an enjoyable way to spend your free time. It seems incomprehensible anyone with average problem-solving skills can complete this game. And then, after a lengthy period of self-doubt and utter despair, you slowly begin to think in new ways. You return to early game, seemingly uncrackable puzzles only to find they are now a simple exercise in basic logic. There is extremely satisfying skill progression here if you stick with it. Ligo captured my attention in a way few puzzle games have. It's probable I will exceed 100 hours of playtime when I finally defeat this beast. I had strong doubts at times that I would make it. It's difficult to find much to criticize. I did at times get bogged down for hours while attempting all possible Ligo permutations in some levels. Typically, though, once you see the correct solution, it's not long before you clear a puzzle. The sometimes tedious fiddling around with Ligo arrangements can indeed be frustrating. But that's just how Sokoban games often are in general. Odds are that you enjoy that kind of thing if you're reading this review. The punishment makes the reward all the sweeter. If you have high patience and want an extremely hard puzzle challenge, pick up Ligo without hesitation. This is the real deal.
操作角色互动和过关目标都比较新颖,设计总体也很不错
Even with the year still fresh, this Sokoban gem has already cemented itself as one of 2025 very best puzzle games. Its brilliance lies in its deceptively simple core mechanics, which you'll progressively discover by yourself and which are ruthlessly exploited. Most puzzles might seem impossible at first sight but then transform into a series of exhilarating 'eureka!' moments. It's a very satisfying testament to ingenious design. It also looks great and plays great on the Steam Deck.
This game is top-tier sokoban. The puzzles are hard, but the solutions are just wow - so creative. I am in awe of what Mr. Berleur has made here. Absolutely recommended for puzzle fans.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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