
Sokoramp is a relaxing puzzle game with various mechanics in over 50 levels.
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Languages: English**languages with full audio support
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[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]Sokoramp[/i] is an excellent sokoban. Perhaps not as much character in A/V as some others, but far more challenging than many around this pricepoint. In short: [b]I highly recommend it and it's well worth it for the asking price[/b]. I'd estimate it at around 4-6 hours for a simple playthrough (without optimizing), 7-10h to unlock all levels, and still more to beat all levels and get all achievements. That's a lot of solid, puzzley gameplay for your bucks. Beyond basic block-pushing, there are three additional mechanics, each sketched on the store page: [list][*]1. [b]Ramps[/b] -- pretty self-explanatory, and a novel variation on the basic formula. [*]2. [b]Colored Buttons[/b] -- on these levels you usually need to hit 3 switches in order (red, yellow, blue) and then proceed to the goal; step on a button out of order and you need to hit them all again. [*]3. [b]Locks and Keys[/b] -- pushing blocks on top of keys unlocks the padlocks: you cannot walk over locked padlocks.[/list] These are each introduced as you go, each works well, and the toughest levels usually involve more than one. There's a decent difficult curve, and although early levels are quite simple, [b]late levels are quite challenging[/b], with some late solutions requiring 150+ steps. I've stared at some levels for well over a half hour before solving them. Feels good. [b]Sensible keyboard controls[/b]: R for reset, Z for [b]unlimited undo[/b], arrows to move. A bunch of small quality of life improvements were implemented in response to feedback to make the menus easy to navigate with keyboard (not just with mouse). There's [b]no rebinding[/b], but hey, arrows, what more would you want? Settings are rounded out with fullscreen and windowed modes with a bunch of resolutions, and separate sliders for music and FX. [b]55 main levels[/b], plus another [b]3 bonus levels[/b] that you can unlock by optimizing some stepcounts. While in-game on each level it shows the optimal stepcount, shows your current stepcount, and shows the stepcount you had on your best solution. [b]Levels unlock one at a time[/b] so you [i][u]can[/u][/i] get "stuck," but [b]optimization is not required to progress[/b] through the main levels. In practice, if you want to unlock all the bonus levels you only need to focus on optimizing your solutions for the first ~30 levels. If you're aiming to see the whole game, this actually makes the late game feel a bit less taxing: unless you want the bragging rights of optimizing every last solution, you're off the hook for optimization after ~30 and can just focus on getting through late levels without worrying about stepcounts. If you care about Steam achievements, note that [b]some achievements are tough[/b], including one for beating level 55 in just 45 seconds. Even at my ~11h playtime I've yet to beat the final 2 bonus levels, which keeps another achievement out of reach. Finally there's one cryptic "secret code" achievement that I can't work out -- I've seen every level and beaten all but 2, but haven't seen any hints about what I'm missing... All in all, it's probably one of the best Sokobans I've played since the fraught [i]PATHOS[/i], and while it's not as long as that game, it's also fully functional and has a responsive Dev who's open to feedback. Wish there were more games I could say that about.
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A chill yet challenging block-pushing game where you guide the marble into a hole. The puzzles are all pretty well thought-out and getting the silver and gold medals for clearing stages in as few moves as possible will take some big brainpower. The difficulty in general ramps up quick, so if you like brainteasers there's plenty of those here. Presentation and visuals are also clean and pleasant to look at. Overall, a nice little game for its asking price.
SokoRamp is an indie puzzle game take on the original Sokoban, but suffers from insufficient innovation: the ramps, switches, and keys don't make this game feel less tedious than the original. Level design is disappointing. Levels are tediously big, with par moves reaching 100-200 moves, which can make even the optimal solutions feel deeply unsatisfying. There's a strong sense that the level designer wasn't skilled enough to make shorter or more compact levels sufficiently interesting or challenging. In addition, levels are often not satisfying to solve when not trying to optimize moves (because just solving them is not sufficiently challenging), but also not satisfying to optimize due to their absurd sizes. It doesn't help that even those optimal solutions mostly don't feel elegant or insightful. The level progression sucks. Solving a level only unlocks the next one, so you're often stuck. There's no level skip, no choice between unlocked levels; instead, the game expects you to bang your head against the most recent level that was more challenging than average. To add insult to injury, the game is too unpopular to have a walkthrough, so the progression system isn't just unpleasant but an outright disaster. The par system is once again unsatisfying in comparison to the best-in-class implementation of Dungeon and Rooms. For instance, it's deeply annoying trying to optimize a solution you did a while ago, when you don't have access to a replay of it. And the par counts are just way too strict for such high numbers - Dungeon and Rooms had most levels <50 moves (though with bigger move sets); this one has levels where you have to make 121 moves perfectly to get gold. Not recommended.
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