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Every crate is parked. That is when the door opens, and that is when the level really starts. Whokoban is Sokoban with one rule changed. Filling every goal does not finish the puzzle — it unlocks the exit. You still have to walk Whoko to the door, back through the warehouse you have just rearranged, where the crates you shoved into place are now the walls in your way. Park everything perfectly and strand yourself, and you lose. MEASURED, NOT ESTIMATED Every level ships with the exact fewest possible moves it can be finished in — walking to the door included — computed by an exhaustive solver. That number is what you play against, and twice it is your move cap. FOUR SETS OF LEVELS, AND THEY DO NOT PLAY ALIKE CLASSIC WHOKOBAN LEVELS — 5,000 of them in ten tiers, three crates up to twelve, each verified and measured, none repeated until you have played its whole tier. Finish within 10% of the best possible and you rise a tier on the spot. THE GREAT HALLS OF WHOKO — 1,000 of them, made for iPhone Duo. The classic game in halls half again as big: 100 a tier across ten tiers, the same monsters, the same cap, every one measured. Unfold the phone and they are what a new game deals. THE LOST LEVELS OF XSOKO — 90 of them, built backwards out of their solved state and about three times denser in pushes per crate. Six tiers of fifteen, met in order of measured difficulty. No monsters and no move cap — long by design. SASQUATCH — 145 classic puzzles by David W. Skinner, from his eleven Sasquatch sets of 1999 to 2010, played as one climb from the easiest to the hardest. Each has been given a door, set on a square no crate could ever use, so every solution he built still works. No monsters, no cap — and the goal is all of them. SOMETHING ELSE IS DOWN HERE From tier 4 a monster shares the floor with you, and from tier 8 there are two. They cannot kill you — no timer, no death. Walk into one and you shove it aside, for one move; corner one with nowhere left to retreat and you squeeze past it. THREE WAYS TO PLAY Standard is everything above. Casual takes the pressure out: no cap, no monsters, undo as far as you like, skip any level, play as long as you want. Hardcore takes the net away: no undo, no restart, and one lost level ends the whole run. MADE FOR IPHONE DUO Shut, it plays like any iPhone; open, the board takes the big screen. Half-open like a book, the board keeps to one page and the controls to the other; set down like a laptop, the board stands and the controls lie flat. Open or close it mid-level and play carries on. TWENTY LOOKS, ONE GAME Arcade, the neon look you start in, and FlyCraft — Herbie on loan from the flying-machine game — are free. Seven more are earned by climbing, four by Hardcore alone, and Origami by a clear on iPhone Duo's inner display. Six come with the seasons, from Autumn to Summer, each earned and worn only while its season is on. A theme changes how the board is drawn, never how it plays. 87 ACHIEVEMENTS For the best possible finish, the fewest pushes, whole tiers, a run without a single undo, every look, Hardcore, Casual, the Great Halls, each season — and the mistake this game invents: parking every crate with no way left to the door. MADE TO BE PLAYED ANYWHERE No ads. No in-app purchases. No account to make. Nothing is tracked and nothing is collected — there is no network code in the game at all, and every level is rebuilt on your phone from a seed, so it all works with no signal. Ten languages, switchable inside the game with no relaunch. Swipe anywhere or use the arrow pad — one swipe, one move. A stuck board is called the moment no way to finish remains. The soundtrack tightens as you near the cap.
Whokoban: Sokoban Puzzles price history
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