
Embark on a challenging feline adventure in the style of Sokoban, moving blocks, avoiding traps, and collecting precious artifacts with our furry protagonist! Get ready to unravel puzzles and explore dungeons full of surprises!
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Portuguese - Brazil, German, Spanish - Spain, Simplified Chinese, Korean, Spanish - Latin America, Japanese, Russian, Swedish
Engagement
Hours played at review time, across 40 reviews with recorded playtime.
Reviews
Themes across 40 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
[quote]For more puzzle game reviews, news & everything puzzle-related, follow [url=https://store.steampowered.com/curator/25928931-Puzzle-Lovers/]Puzzle Lovers[/url] & check out our [url=http://steamcommunity.com/groups/puzzlelovers]Steam group[/url].[/quote] [i]Sokocat - Dungeon[/i] sits right in the middle of what we've come to expect from a small Unity Developer, and I can only offer a tentative thumbs up. [b][u]Highlights[/u][/b]: 50 levels. Keyboard controls are a little awkward and not rebindable; didn't try controller. The devs seem to be [i]selectively[/i] open to some pieces of feedback but resistant to others ([url=https://steamcommunity.com/app/1712150/discussions/0/3418810706123421008/]see here[/url]), and the net result is that basic Quality of Life is limited. No undo but can reset, though each level has a built-in walkthrough. Separate music/FX sliders. Windowed mode. Unbalanced but generally low difficulty with generally unmemorable Sokoban puzzle design -- you get a "boomerang" that you can use on some levels to flick switches, but very rarely does this mechanic really stack up to increase complexity; ~2 hours play. It's [i]okay[/i], but for another sokoban at the same price-point that I would regard as better, see [url=https://steamcommunity.com/profiles/76561198014473461/recommended/1766440/]Sokoramp[/url]. For a few bucks more, there's [url=https://store.steampowered.com/app/1580560/Puzzledorf/]Puzzledorf[/url]. Now [b][u][i]let's get ranty[/i][/u][/b]. This rant isn't really (only) about this specific game and these specific devs, but I'm taking this review as an opportunity to make the rant anyway. It strikes me that the Programming in [i]Sokocat - Dungeon[/i] is sometimes impressive, but in irrelevant ways. There are some truly nifty innovations on the programming side: you can fully rotate the board through 45° intervals to select between 4 different isometric (on-an-angle) perspectives and 4 different "head-on" (closer to a more plain top-down) perspectives. As you rotate, the game adapts to your orientation and re-maps your controls on the (otherwise non-rebindable) WASD movement keys. Also as you rotate, (some of the) walls and other visual occluders slide neatly into the floor and out of view. It's quite slick, but it's also [i]completely unnecessary[/i] for a Sokoban, and gameplay here isn't designed to make any special use of it. This is indicative of a trend I've noticed in small puzzle games recently. It seems to go like this: (1) A design decision is made that's unnecessary for core gameplay ("let's go isometric and 3D! Whoo [i]voxels[/i] babayayyy!!") (2) this actually creates an unnecessary complication for core gameplay ("Oh no, now walls can occlude paths from certain angles...") (3) this is then addressed by granting unnecessary degrees of freedom to the player, so that [i]they[/i] can overcome the problem ("Let's allow the player to rotate the [i]crap[/i] out of this mofo! then they'll be able to see around the walls...") (4) and this often [i]still[/i] needs to be supplemented by programming innovations ("OK, also the walls will hide themselves... Oh, [i]ALSO[/i]-also the controls will need to automatically remap themselves..." etc.) And all of this is apparently offered to the player as a [i]feature[/i]? But it's not. We're left with a game that is [b]paradoxically both under-designed[/b] -- because not enough thought has gone into the early stages of design to craft the right "container" for the intended gameplay -- [b]and over-designed[/b] -- because the tactic was instead to pile up truly novel, truly innovative, [i]ad hoc[/i] workarounds. And look, the game isn't expensive and I was fortunate to get the review copy for free, but here's the thing: as a trend, [i]this sucks[/i], because it pits players and developers against each other. In this case, it becomes my responsibility, if I want to make the game easily playable, to generally ignore 7 out of the 8 available perspectives. Instead I select one of the head-on/top-down perspectives that minimizes how much occlusion is visible on a level, and if it's truly necessary (i.e., if the level [i]wasn't crafted to be workable from any single perspective[/i]) then I rotate as much as needed but no more. At which point (a) I [i]rarely even see[/i] the slick programming solutions to the problem since I've avoided it on my own, and (b) I [i]do not even care[/i] that the game was ever rendered in 3D in the first place. I'm effectively using the degrees of freedom that were granted to me to make my own retro-active design decision and play the game as close as I can to a 2D, top-down Sokoban -- because that's [i]all that's required[/i] to support core gameplay, and because [i]it works better[/i] for puzzle-solving than any of the isometric perspectives, where occlusion is often more of a problem. Now I'm annoyed that I had to sift through those "options" I was given to find the version of the game that's actually playable out of the box, and I'm doubly annoyed to discover that the most playable version of the game is something that could have been made without the options at all. And the Dev is (no doubt) annoyed that I don't appreciate the (no doubt) interesting work they did to get this thing to function the way it does. But [i]I don't[/i]. I'm sure that can be disheartening for some devs to hear, but I'll repeat it: I [u][i]don't[/i][/u] appreciate that you invested all that effort "fixing" a problem you created for yourself and I [u][i]don't[/i][/u] appreciate that your "solution" was to give me the power to fix it for you, in-game. You do not have my sympathy. You do not have my thanks. And if you make this a trend, you will not get my money. Even though you worked hard. Even though you made it work. It's fine, I'll live, we'll all get through it, there are more important concerns, but damn, this gets exhausting -- for me, and for devs, too, I'm sure. "Work smarter, not harder," or something, I don't know.
[quote][b][url=https://en.wikipedia.org/wiki/Asset_flip]Warning: Asset Flip![/url][/b] Sokocat - Dungeon is a Digital Homicide style asset flip, or what Valve calls a "Fake Game". The "developer" paid for/pirated a few Unity asset store assets, dumped them all in a blender, and submitted it to Valve as if they're real game developers.[/quote] Two notable criteria for what makes an asset flip instead of legitimate use of stock assets are whether those assets comprise the majority of the game, and whether the "developer" properly credited the people who created most of the assets in the game. This game fails both of those tests. The "developers" here didn't credit any of the artists and real, actual game developers who created the assets here, so this is plagiarism, as well as cash grab shovelware. In this case, the asset flipper took took a bunch of assets from the Unity asset creator, Suriyun, dumped them on a basic Sokoban ripoff game template, and put their own name on it to try get your money for Suriyins assets and someone else's Sokoban game. It has no value or merit as a real game. Rising Moon Games have a known history of trying to scam people into paying them money for someone else's work, through this account or through closely linked/alt accounts. One example of Rising Moon Games doing this is [url=https://store.steampowered.com/app/1997070]HEN, CHICKS AND CATS[/url], which is really the "[url=https://assetstore.unity.com/packages/3d/environments/fantasy/cube-world-full-131386]Cube World[/url]" asset, written by the actual developers, Polysquid. Taking this shovelware seriously as if it was a genuine attempt to make a game, it doesn't meet basic minimum requirements that most PC gamers expect as standard. The game assets are fairly mediocre/low quality which fits with the idea they weren't developed by the game creator... they look like they're "just reasonable enough" to go on sale as part of an asset pack. The issue of asset flipping aside, ultimately the quality of these assets is low and low quality always makes for a less than optimal gaming experience. The controls can't be customised, which will be an annoyance for many, but it can also render the game unplayable for differently-abled gamers, left handed gamers or gamers using AZERTY or other international keyboard layouts. PC gamers will be insulted by the demand from the developer that a console peasant children's toy controller should be used, despite this being on PC. Developers should try to be aware which platform they're developing for, and must never, under any circumstances dictate to gamers how their games are to be experienced. These technical defects push this game below acceptable standards for any modern PC game. The poor quality of this game is reflected by how many people spent time with it. At the time of this review, SteamDB shows the all-time peak player number was only 5 players, and the worst part is these weren't genuine players, these were the Russian fake review accounts that the developer paid to make the fake reviews. Since the fake reviews are all done, now the only player activity occurs once or twice a month, presumably someone loading it up to see what it is then quickly uninstalling it. Considering there's over 120 million gamers on Steam and well over 100,000 games for gamers to choose from, the overwhelming lack of interest in this low quality game is to be expected. [quote][b][url=https://www.ftc.gov/legal-library/browse/federal-register-notices/16-cfr-part-465-trade-regulation-rule-use-consumer-reviews-testimonials-final-rule]Warning: Review Manipulation![/url][/b] This game features a number of fake positive reviews from accounts known to be in the business of review manipulation/paid reviews. They're all written in either Russian or broken English, appear at almost exactly the same time, very shortly after the game launched on Steam, all have a direct Steam purchase of the game, and the accounts are used consistently to write fake reviews for asset flips and other cash grabs/scams. The "Positive" review score on this game should be disregarded due to this blatant, unethical review manipulation. This is done to deceive and scam gamers into paying for a bad product. Due to the 2024 FTC ruling (16 CFR Part 465), these fake reviews are a violation of US Federal Law.[/quote] This kind of asset flipping isn't harmless. It makes it harder for gamers to find genuinely made games from ethical developers. It makes it harder for genuine indie developers, who put hard work into trying to make real games, to find an audience for their products. It gives indie developers a bad name. So, should you buy this asset flip? Is this better than any of the 100,000+ genuinely made games on Steam? Of course not! Sokocat - Dungeon is relatively cheap at $2 USD, but it's not worth it. Given the defects and quality issues with the game, coupled with the unrealistic price, and the questionable ethical nature of the developer and/or their associates (as outlined above), this is impossible to recommend. Remember that if you buy a game from an unethical developer, you're putting your money at risk. [quote][b][url=https://partner.steamgames.com/doc/marketing/profile]Profile Features Limited![/url][/b] Valve have marked this game as "Profile Features Limited" at the time of this review. This is usually caused by poor sales figures and low community acceptance for the game (to date). Until this status changes, this game will not give you +1 to your Game Collector badge count, appear in profile achievements or any other Steam meta-accomplishments, nor can it be displayed in some profile showcases. If these factors are important to you, it may be worth holding off before buying this game.[/quote]
제목대로 고양이가 던전에서 소코반 하는 퍼즐. 총 50레벨. 시점 자유이동과 부메랑 같은 3D 효과가 있지만 오히려 귀찮음을 유발합니다. 개인적으론 조작면에서 패드 플레이가 괜찮았습니다. 진동도 있고... 유튜브를 잘 찾아보면 공략이 있습니다. 공식 한국어를 지원하지ㅁ ㅁㅁ로 글ㅁ가 깨ㅁ니 그냥 영어로 하세요. [code] 스팀 큐레이터 : [url=store.steampowered.com/curator/44849820/]INSTALLING NOTHING[/url] [/code]
Кээээ...т .)) Игра для тех людей, который не кидают джост, клаву, мышку с психу, когда ничего не понятно, она для тех кто хочет подумать, размышлять, действовать и не париться получится или нет. Сделано с умом и сложностью от разработчиков, спасибо им. p.s. нО музыку можно было б и разнообразить ) Имперский лайк
These puzzles are challenging, don't let the adorable cat fool you! Beware the traps, it's sad when Jone loses a life.
This game seems to be a sequel to Sokocat Islands, which I also played. The dungeon adds some new mechanics, such as dart traps, spike traps, and a boomerang to remote-activate switches, but these mechanics actually play a relatively minor role, and this is still a sokoban block-pushing puzzle game at its core. I found the 50 levels of this game easier than the prior game; perhaps I have gotten better, and perhaps the level designs are easier (likely some of both). If you like sokoban you can get a few hours of puzzling enjoyment out of this little game.
可愛らしくて面白い倉庫番ゲームでした。 「一手戻る」が何度もできるし、簡単なコレクション要素もあります。 前作のソウコバンアイランドよりも、難易度は低くてやさしめでした。でも悩むところは悩む。いいバランスだと思います。 一度しか乗ることのできないトラップ床やブーメランを投げてスイッチを切り替え地形を変化させるといったギミックがあります。ちょっとしたアクション要素があるように思えますが、本当にちょっとしたもので、ほぼ100%パズルゲームです。
高難易度のパズルゲーム 財宝を求めて猫がダンジョンを探索するゲーム。ステージ上にあるブロックをすべて特定の場所に運ぶことでステージクリアとなり、次のステージへの扉が開く。のどかな南国だった前作Islandから一転、今作はDungeonと銘打っており即死トラップが登場。トラップを解除しながらパズルを攻略しよう。ステージ数は前作と同じ50ながら進むにつれて風景が変化。また完全クリアには財宝を手に入れたうえでそのステージを攻略しなければならず、やりこみ要素も出てきた。前作よりひとつのステージが小さくなったものの、難易度の高さは健在。ヒント機能は変わらずノーペナルティーで使えるので、詰まったらヒントでクリアできる。パズルゲーム初心者から上級者まで広くおすすめ。
[b]7/10[/b] Cute sokoban game suited for beginners and children. [b]What is it:[/b] A Sokoban-style game, with the goal of pushing crates into designated spots. The presentation is nice, the player is a cat going through a dungeon and looking for treasure. There are trapdoors, platforms, switches, deadly traps! [b]How hard is it:[/b] Easy to moderate. [b]How long is it:[/b] 50 levels, not too hard and not too easy, requiring a bit of thinking, for 2-4 hours of play. [b]Level design:[/b] Good for beginners. The solutions aren't obvious, but not too hard either. Being used to harder games, I was often overthinking a strategy, while the solution was much simpler. [b]Quality:[/b] Decent level design. Cute sound and graphics. The controls aren't responsive enough, keeping a key pressed to move in a direction would not stop when I release the key, but would buffer up key repeats for as long as I kept the key pressed, then slowly move the cat in that direction, which was definitely not what I wanted, often times pushing blocks off the level. Adding an undo command would be very helpful. And why have the option to push blocks off the level, since that was never intentionally required. [b]Worth the price:[/b] Yes. [b]Most positive aspect for me:[/b] Cute presentation, useful for introducing children to Sokoban games. [b]Most negative aspect for me:[/b] Lack of Undo. [b]Also consider:[b] https://store.steampowered.com/app/721390/Pipe_Push_Paradise/ https://store.steampowered.com/app/1052990/A_Monsters_Expedition/
Faz do seu cérebro gelatina E tem gato
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Momentum
Pace estimated from the game's recent review growth (our daily snapshots) at its own sales-per-review ratio — a momentum signal, not booked sales.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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