
Super BoxMan Ultra is the quintessential Sokoban puzzle game available on Steam, you control Boxman and your job is to push the boxes to designated locations to complete each level.
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, German, Russian
Engagement
Hours played at review time, across 21 reviews with recorded playtime.
Reviews
Просто оформленная аркада-головоломка (сокобан). В игре четыре "мира", в каждом из которых по 18 уровней. Выбрать можно сразу любой "мир", но рекомендую начинать с первого, если мало знакомы с техникой Сокобана. Первые уровни в них простейшие, но уже начиная с 3-4 уровня нужно пошевелить серым веществом, чтобы пройти их. В общем, игра простая, но не лёгкая. Некоторые уровни прямо мозговыносящие. Визуально она выглядит примитивно, но данный жанр интересен, прежде всего, геймплеем и его механикой. Если любите головоломки и готовы поломать голову над 72 уровнями, то добро пожаловать. Остальным не советую.
Don't be fooled by this game's price and appearance, the standard store page description, or the easy puzzles presented in the trailer and screenshots. This is a very difficult Sokoban game--too much so for me. I would normally not write a negative review of a puzzle game for that reason, but it seems appropriate here. At first, it was refreshing to see that the developer didn't take the typical puzzle game route of making half the game so easy as to feel like a series of tutorial levels. The difficulty ramped up quickly even in the single-digit levels, so it seemed like I had a lot of clever puzzles ahead of me. But even by just the middle levels, it became obvious that the puzzle difficulty advanced mostly by becoming more tedious and space-restrictive: the 72 levels never get bigger than around 8x8 (most are smaller), but they do add more and more blocks to be moved. Levels sometimes felt like they were generated by computer to be difficult in the worst way, i.e. by requiring too much planning and foresight, too much time, and too much precise fiddling with individual blocks for the average person. (This feeling of computer generation was strengthened by the occasional appearance of a block with no available move or only one possible move with no impact on the rest of the level, which is pointless.) Accordingly, they felt like a chore to complete and rarely gave me the satisfaction of an "Aha!" moment. I confess that, in the absence of a walkthrough past the first 11 levels, I had to resort to a Sokoban solver from time to time so that I could unlock more of the game. After seeing some of the solutions, I had to laugh because I probably would have never been able to achieve them on my own. At the same time, the difficulty was somewhat inconsistent. On more than one occasion, I struggled with one level, then breezed through the next few. This usually happened when a level with many blocks was followed by levels with fewer, i.e. when a tedious level was followed by shorter levels that had to be more clever because of their simplicity. There are also problems beyond the difficulty. Annoyingly, levels are locked until the player completes the preceding ones. If the player gets stuck on one, he cannot play the rest of that area. Since the game has no story, has no leaderboards, and introduces no new mechanics, there is no good reason for this restriction. Furthermore, due to the difficulty of the game, most players will never see some of the levels. Many may only complete about half of the game. Although there is an undo button, there is no option to save the current state of a level. Since some of them require a lot of time and planning, players will lose a great deal of progress if they choose to quit or if their session is interrupted. Finally, despite the different themes (sand, stone, etc.), there are no differences among them besides the backgrounds. A purely aesthetic change would have felt more complete if the blocks themselves, both movable and immovable, were themed. For example, the grass world could have featured trees as immovable blocks. Non-aesthetic changes could have involved changing level sizes or layouts. For example, a forest theme could have featured a large number of single unmovable blocks (trees) that the player must work around while desert levels could be more wide open. At only $1, I can't expect much in the last regard, but I don't think that unlocking all levels and adding the ability to save would have involved much more development time. In any case, my chief problem with the game is its difficulty. At the time of this writing, the current area completion rates (~1-2% before a guide was posted), reviews (including positive ones), and discussions show that players who can complete these levels are few in number or have not yet discovered the game. However, if moving 10 blocks around one space at a time within a 5x5 area to try to find the 250+ move solution sounds like your idea of a challenge, then this is the game for you. I'll just stick with the SOK series.
very frustrating. spent 2 or 3 hours on a level and still can't solve it. i swear i tried every logical move possible.
Типичный клон сокобана
一款非常纯粹的推箱子游戏 价格便宜,难度高 虽然这类游戏确实挺烧脑子,但玩多了真的会感觉无聊
The one dude somewhere in the earlier reviews is absolutely right: The levels are so damn ♥♥♥♥ tight narrow and packed with boxes without any damn place to do anything that its a mess to accomplish anything in this game. 10 square tiles wide levels with half tiles filled with walkable level ground and the remaining half is ground next to walls and the boxes themselves. It is a mess. This is computer generated reverse built ♥♥♥♥ with exactly one solution and damn you if you do one wrong step Well, this is no fun somehow. When I want to play complex things I play for example Dangerous Waters the game with the Royal Navy simulator engine where you really have to be sick ass strategic and vigilant and smart. But not this mushroom looking guy Sokoban madness. This is not for me. And I bet not for many more other people, too. I am very very sorry.
It's a simple game...just looks like a simple game. In fact, this is a VERY VERY hard puzzle game. It cost me 5 minutes to pass level 2 in the first world.
Рекомендую игру только хардкорным фанатам сокобана или головоломок в целом. Нормальный человек, проходи мимо. Игра сделана тяп-ляп, есть определённые глюки интерфейса. "Миры" отличаются между собой только цветом фона, никаких новых механик. В каждом из них первый пазл дебильно-простой, следующие два ещё как-то проходимы казуалом, дальше начинается адова жесть. То есть кривая сложности довольно странная. Всё же я ставлю палец вверх, потому что хорошая головоломка есть хорошая головоломка.
Warning! Extremely hard.
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Modeled estimate over time, reconstructed from Steam's monthly review histogram.
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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