
A crabby twist on the sokoban (box-pushing) genre, where you use deaths to create shells and solve puzzles.
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Sandy's Great Escape is a pretty and generous sokoban puzzle game. It's clearly a labor of love, but unfortunately I really didn't enjoy my time with it due to some deep design flaws. Firstly, some things I liked about the game: The crab shell mechanic is genuinely interesting. The art is pretty and mostly very clear (except for crates in the snow biome, which look too similar to wall tiles). The game is obviously very polished. And the initial small & easy levels are reasonably enjoyable. Secondly, some things I didn't enjoy, but that aren't dealbreakers: The music consists of short loops and quickly gets repetitive, to the point that I turned it off. And it's annoying that one can't undo/rewind past a level reset; I consider this a standard feature nowadays, and it's missing here. Finally, we come to the design issues. 1) The theme is far too weak. The game is advertised as a "crabby twist on the sokoban (box-pushing) genre, where you use deaths to create shells and solve puzzles", but the emphasis is 99% on sokoban and misc. special tiles like conveyor belts, and only 1% on the shells. For example, thematically speaking, why are there normal crates in the game at all? Why not make them all shells? And in most levels you don't need to produce a shell at all. Overall it's just disappointing that the most unique mechanic of the game is so neglected. 2) The game is exhaustingly big. It features 100 levels, which is already a ton, but then even individual later levels are enormous and require 100-300 moves to complete. In my favorite puzzle games (e.g. Patrick's Parabox, Yugo Puzzle), levels have a tiny possibility space and yet the solution seems unattainable. Solving these levels usually requires some epiphany, and thus both makes you feel smart and appreciate the dev's genius. Here, later levels are enormous, so the possibility space is huge and the challenge feels artificial. Upon solving such a level I felt exhausted and annoyed, rather than elated or impressed. I ultimately looked up solutions for ~30/100 levels, and still spent 9h in the game. 3) Finally, the deepest flaw of the game is its par system. At its core, Sandy's Great Escape is an optimization puzzler that strongly encourages you to solve levels as efficiently as possible, i.e. to beat a level in a par number of moves. But this design has very poor compatibility with the rest of the game. Firstly, the par goal discourages exploration. Instead of enjoying the crab movement and special tiles like conveyor belts, I would instead stare at the screen and try to solve the puzzle in my head. That's just not a fun experience. Whereas if I get stuck in a sokoban game without a par system, I can wander around and try random stuff. Secondly, many levels are huge and the par requirements are mostly very strict, and thus many levels have a par goal of 120++ moves. That's just way too tedious to optimize. At the same time, a few levels have very loose pars: I solved 1-25 in 145 moves, vs. a par of 293. That feels incongruent. I wish the par goals instead had some significant buffer. Thirdly, many levels (e.g. 3-12, 3-18) essentially consist of a few separate puzzle areas glued together. This further inflates the par move counts. Much better to have more but smaller levels, each featuring just one challenge and an attainable par. Fourth, it's usually possible to beat par. But the game barely acknowledges that, so there's no incentive to improve a par solution. It's just disappointing to do something neat in a game and have it be unacknowledged. Fifth, the move counter has some unintuitive aspects: gliding over a stretch of ice only takes 1 move, not one per tile; and bumping into a wall doesn't cost a move but can affect the solution, e.g. to move the ghost crab. At this point I want to provide some constructive criticism on the par system. I used to dislike par targets in games, but was convinced otherwise by how brilliantly this mechanic works in "Dungeon and Puzzles" (see my review [url=https://steamcommunity.com/id/MondSemmel/recommended/1229060]here[/url]). To make its par system work, the game does a bunch of extremely smart things which are missing here. A) Levels are much smaller, which makes the par goals more manageable. Short levels are also just easier to replay. B) There's a world map where you see many of your solved levels at once, *including how your solution performed relative to par* (e.g. +5, +0, or -3 moves). This provides an overview of your solutions, an incentive to improve ("I'm at +2! Surely I'll be able to shave off 2 moves somewhere?"), and an acknowledgment of solutions below par. C) Par goals are more lenient, so *many* levels can be solved below par, *and the game acknowledges whenever you beat par!*. D) Most levels are easy to solve if you ignore par, and some are even relatively easy to solve barely above par, but might require an entirely different solution to beat par. So a par solution might require an epiphany, which is fun. E) The game offers a replay system where you can retry a level to beat your previous par score, and the game gives you access to your previous solution, so you can immediately iterate on that by undoing to any point mid-solution. Rather than going "huh, it's been ages since I solved that puzzle, and I don't recall how I originally did that, so how am I supposed to solve it more quickly?". In conclusion, IMO Sandy's Great Escape would've been better with fewer and easier levels, a flatter difficulty curve, a much stronger emphasis on the great crab shell mechanic, and either no par system or at least an improved version of it. Unfortunately that's not the game I got, so I can't recommend it.
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Languages: English
Hours played at review time, across 40 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
This is a puzzle game with strong sense of revelations. That's alone easily gets this game a thumb up. However, there are too many flaws that sterilized these revelations. A missed opportunity indeed. First that the game feature a 3-star system, which is so annoying! Especially on those super long levels (require 100+ steps, which is more than half of the levels!!!), it makes the [i]puzzle[/i] aspect of the game unfun. Basically, no one want to replay the level again once they've solved it! This design also discourage exploring the level (walk around the map aimlessly, try to push this-to-that) to get comfort with the level. Yes, of course, you can rewind or even restart, but having to keep that in mind (instead of just giving players pure freedom) is really bothersome (and you don't wanna make players unfocused from the big-brain theme puzzle to take care with these miscellaneous aspects). The 3-star system unfold in another way: If the player is only a few step short from the perfect score, then [i]what[/i] did they do wrong? Did they just miswalk once? Or is it a deceived that you must re-think the whole level? Either way, figuring this out is unfun. The first one is tedious since the player need to redo the whole level and carefully inspect every step they've made. The latter, while sometime can be challenging, is actually pointless since the player is already figure out [i]the idea[/i] for the level, why bother optimizing it? --- For comparison, once you solve Rubik's cube yourself by inventing rules for each layer, will you re-use your rules (or even look up for other's rules which is more compact, versatile) to solve other combination? Or will you give up your simple layer-by-layer rules to inventing more complicated rules that intertwine with more layers at once, just to shorten the overall moves but required more memorization? --- Doing that would made you became a speedcuber, which is not "wrong" in itself, but it lose the essence of [i]puzzle[/i] and became a [i]memorization[/i] instead! IF (with a big capital IF) you really wanna integrate the 3-star system into the game, then I think 20 steps is the maximum step a normal level should required (the final boss level could required more, but not much much more like 300+ steps!!!). Look at Hitman GO, for example on how long a level with step-counter should be. Otherwise look at Bunburrows that makes mind-blowing puzzle fun without the present of step-counter! But the 3-star aspect is not the main point of the game, you may say. Then why there's achievements for it??? Plus that the existent of this 3-star system induced that it is [i]the only way[/i] the puzzle-maker vision their solution. That's not a fun way trying to reversed-engineer to figure out what the dev really want me to solve the level. There's are more this-and-that problems, like the 3-star system unfold in gachapon aspect for skin (why copy the [i]infamous[/i] lootbox aspect?), or the puzzle does not "stop" player's avatar when other parts are moving, result in either: the avatar interfering the state of the puzzle and break the solution when they are [i]faster[/i] than they should be, or some level required the player to interfering the state to make a shortcut. But the most fatal part is the tutorial where it overload player with too many information at once. Seriously, do I need to know those information (especially the "dictionary") right away? This is just a sokoban puzzle: you push boxes into their correct positions, then just walk to the exit point to complete a level! Veteran gamers already familiar with this. New comers can do trial-and-error to arrived at the same conclusion. Why teach????? Teaching alone was just pure waste-of-time annoyance. The most unforgivable aspect of this teaching tutorial is that it spoil away [i]revelations[/i], that is the [spoiler]immortality[/spoiler] and [spoiler]shell shredding[/spoiler] mechanics! The game doesn't made me go "a-ha", like I've discovered something I'd have never thought before. It just made me go "uhh... okay" with half-relieved-half-disappoint that I [i]FORESEEN[/i] that the game must only leads to this mechanic. (See Patrick's Parabox, or even his smaller game Linelith, on how to do the revelation.) If you [i]must[/i] include the tutorial, instead of using words to explain this-and-that right away, why not just cleverly design a first few level as a non-verbal tutorial: 1. Teach about [spoiler]a respawn pad: Go into a room to push a box on a switch, then lock the door tight and force you to commit a suicide (w/o shredding shell), so you're now spawned on the starter pad outside and can complete the level.[/spoiler] 2. Teach about [spoiler]multiple respawn pads: Same as above, but in order to complete the level, the player need to activate another respawn pad first, then go into the switch room (and die). Also use this opportunity to teach about the rewind mechanic if the player failed to activate the correct pad before. (Now, on lvl 2, the multiple respawn pad is only used for time saving, not revelation.)[/spoiler] 3. Teach about [spoiler]shredding shell: This is important! Make it a revelation! Right now on lvl 2, it's almost a give away solution by placing the "suicide pad" right there with nothing to do!!! --- Maybe a laser will do the trick, that is design the level so it seems completable w/o dying to the laser, but actually you cannot, then the only logical way for the player to do is to suicide, leaving a shell.[/spoiler] I know, some player will unable to "solve" these tutorial levels at all. But do you want the game to be favorable by puzzle lovers, or just wanna make it [i]playable[/i] by everyone despite they're not into puzzle genre at all? Not a bad puzzle game though. Just too far away from perfection. Try it if you like, but don't forget to lower your expectation by a lot.
[b]※2023/10/21(土)時点で日本語には対応していませんが、プレイに支障はありません(簡単な英単語が分かればなおよし)[/b] 基本クリアしてからレビューを書く主義なのですが、ものすごく良いゲームでもっと知名度が上がってほしいのもあり思わずエリア3途中時点で書いてしまいました…! カニのSandyを操作し、ゴールからの脱出を目指す倉庫番パズル。 Sandyは、ビームなどの仕掛けで[b]やられる度に殻を残してリスポーン地点から復活する[/b]不思議な能力を持っています。 残した殻は木箱と同様にオブジェとして扱うことができ、スイッチの作動や水に沈めての足場作りにも活用可能。 このSandyの特性を駆使して、殻の生成や所謂「死に戻り」も計算に入れた上で謎を解いていくのが本作の大きな特徴です。 ステージは1エリア25ステージ×4つの全100問(少なくとも事前情報の段階では)。 どの面も丁寧に作られておりギミックも豊富、そもシステムの着眼点が素晴らしいのもあって謎解きがすごく楽しいです。 次のエリアが解放されるタイミングも絶妙で、「そろそろここのギミックも見慣れてきたな~」と思ったころに新たなエリアが解放され新ギミックが加わるため、[b]マンネリを感じることなく新鮮な驚きを保ったまま遊び続ける[/b]ことができています。 難易度調整もちょうどよく、次のエリアを目指す分にはほどほどの難しさで抑えられているのが大変ありがたい…! さらに新たなエリアに行くために前エリアのステージを全てクリアする必要もない(=[b]苦手なステージは割と飛ばせる[/b])ので、自分のようにさほどパズル力に自信がない人でも詰まることなく遊べています。 もちろん低歩数でのクリアを目指したり、クリアに必須でないエリア終盤のステージとなると難易度はそれ相応の高さになるので、歯ごたえを求める人でも満足できるようになっているはず。 それらを達成することでスキン(後述)の入手にも繋がるので、見返りも十分です。 なによりもう一つ本作の大きな魅力として挙げたいのが、[b]アートやサウンド面がとっても素晴らしい[/b]こと! 可愛らしいタッチのドット絵や良質なチップチューンはGBAのゲームを彷彿とさせる温かみに溢れており、ただでさえ楽しい本作の遊び心地をますます良いものとしてくれています。 また本作はステージをクリアするとコインが得られ、低歩数でクリアして高ランクを得るほど多い枚数が貰えるのですが、このコインでガチャを回すことによってSandyのスキンが入手可能。 どのスキンもとても可愛らしいだけでなく、なんと[b]歩行SEが変わるもの[/b]も。製作陣の強い拘りを感じられ、こちらも本作の雰囲気が刺さる人にとってはたまらない報酬になっているのではないでしょうか。 (ちなみに、各ステージを最高評価でクリアすると蟹に関する豆知識も教えてもらえます。簡単な英文を読める程度の英語力は必要ですが、いずれも興味深い内容なのでこちらも是非) ゲーム性・難易度・アート/サウンド面のいずれもすばらしい出来栄えで、発売前にゲームジャムで1位を取ったというのも強く頷ける本作。 パズルゲーム好きやビジュアルに惹かれた人はじめ、少しでも興味を抱いてくれた人にはぜひ自信を持っておすすめしたい良作です。 [b]あなたもカニのSandyと共に、驚きとワクワクに満ちたちょっと不思議な大脱出に挑んでみませんか?[/b]
Immortal Crab Pusher Sandy's Great Escape is a cute and charming sokoban starring a crab. In typical sokoban fashion, many levels include crates which may simultaneously be obstacles and useful tools. Use them to hold down pressure switches, create stepping stones in water, or block incoming fire. One of the most notable gameplay hooks of this game is that there are "fatal" hazards. Every stage has at least one spawn point, and certain hazards will send Sandy back to the spawn point but leave behind his intact shell, which can then be used as a substitute for a crate. Lives are unlimited, there is no penalty, and several solutions specifically rely on you generating shells in this way. Each stage counts your step inputs, and each stage can award you up to 3 coins: one for completion whatsoever and two others for keeping your step count below established thresholds. If you reach the three-coins threshold for a puzzle, you are also treated to a Crab Fact, which may be trivia about real world crab species or a fun bit of Sandy lore. There is a rewind function which you can use freely; you can explore, experiment, and optimize without worrying about getting stuck. Rewinding also reduces your step count accordingly, so you also don't have to memorize and recite your low-step solutions perfectly from start to finish. There are 100 puzzles divided into four biomes with gradually-introduced mechanics and increasing complexity. Puzzles are unlocked sequentially, but you can freely choose between the next three in sequence, in case you get stuck on one and need to come back to it. You can unlock several dozen cosmetic skins for Sandy; some are acquired by reaching certain milestones (clear every level in a biome, reach a certain cumulative step count, etc.), and some are unlocked at random when you spend the coins you earn for solving (and for optimizing) the stages. The music is fun and catchy; I caught myself humming along involuntarily multiple times. The pixel art & animation are gorgeous. There is obviously a lot of heart in this game. Strong, unequivocal recommendation to anybody who likes puzzles. Knife / 10
It's not often I leave reviews, or get sucked into the sandy, puzzle-y depths of games where I have to claw myself back out for air. But here we are. I am 7+ hours and quite addicted to this charming and creative game. The two-person dev team are incredibly responsive, supportive, and friendly. The game has so many fun mechanics, and the challenge to optimize routes for the venerable crab facts leaves min/maxing in my sleep! The game is a wealth of levels to explore and is worth the extremely reasonable price. Some things to consider depending on your puzzle preference: 1. The difficulty ramp can sometimes feel very high, very quickly - BUT, I didn't feel bogged down, I really wanted to beat them all! 2. There are a LOT of mechanics. It feels like new mechanics are introduced every few levels sometimes. I personally like this, as they tend to be simple to understand and enhance the puzzle. It gives variety! 3. The crab facts are worth it. Full stop. 4. Don't feel crabby if a puzzle is hard, the rewind feature is super cool, and helps you figure things out as you go! It's SO AMAZING to easily rewind without consequence to find optimal paths (if you're into that sort of thing) 5. The art. OMG. The art. 6. The mechanics of the game are tight, easy to understand, and feel really good 7. Did I mention the crab facts?? Games don't usually hook me this quickly. Even with the occasional difficulty ramp I was motivate to keep pushing through and I hope people will give it a shot! Remember that indie devs put a lot of personal time and energy into their work and really care about making a good game! Check them out on twitter, stop in their discord, and find out just how friendly and welcoming they are. The game itself shows the passion and care the devs have, and this is more than worth the price.
My crab knowledge has greatly increased.
Do you like puzzles? Do you like adorable art styles? Do you like Crabs and Crabfacts?! If so, this game is for you! There are so many fantastic aspects of this game and its clear that the devs put a lot of thought and heart into this title! Do yourself a favor and check it out! you wont be disappointed!
Fantastic game with adorable pixel art graphics and genuine mechanical depth. I'm not a puzzle gamer most of the time, but I can't stop hopping through map after map. Sandy's Great Escape has clearly had a lot of love put into it and it deserves your attention. I highly recommend this game to any puzzle game enjoyer and to anyone just looking for a fun, new experience.
An absolute joy to play. I've had the pleasure to help play test this game from the very beginning, and its clear the devs poured their heart and soul into creating this game. The artwork is stunning, the movements are fluid, and the maps are challenging. You're going to be amazed at the creativity and cleverness put into each level design. And how many unique combinations of movements and mechanics can come out of a seemingly simple box pusher concept. This game is a must buy if you move a challenge!
(Played a bunch of the demo so I feel very confident leaving a review already.) Sandy's Great Escape is a beautiful looking and sounding puzzle game with an impressive amount of mechanical variety and depth in its puzzle design. I don't usually care for Sokoban games much but perfecting each level is so compelling, and quickly gets pretty dang challenging. The writing (including Crab Facts!), Sandy's costumes, and just the general vibe and attention to small details gives the game so much character and creates a fun vibe that makes it easy to play for a long time. Check it out!
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