Breakoban by OgelGames
Push boxes, open doors, solve puzzles, and beware of the unstable floors!
See if you can complete all 10 levels!
Controls
- WASD / Arrows - Move
- R / Space - Restart
- Escape - Quit

| Link | https://ogelgames.itch.io/breakoban |
| Link | https://ogelgames.itch.io/breakoban |
| Original URL | https://ldjam.com/events/ludum-dare/49/breakoban |
Ratings
| Overall | 305th | 3.86⭐ | 27🧑⚖️ |
| Fun | 94th | 4.083⭐ | 26🧑⚖️ |
| Innovation | 1057th | 3.021⭐ | 26🧑⚖️ |
| Theme | 1236th | 2.958⭐ | 26🧑⚖️ |
| Graphics | 975th | 3.354⭐ | 26🧑⚖️ |
| Audio | 700th | 3.208⭐ | 26🧑⚖️ |
| Given | 16🗳️ | 13🗨️ |
Really good work. I got all 10 levels solved :smile:
the difficulty is really well paced! and some of the puzzles were really creative, like using a box to keep a door open.
@fupi Nice! I'm glad the levels turned out good, after I left myself only a few hours to make them :D
@stellarluminant Thanks! I guess that's something for a post-jam version if you make one :)
Also how is no one mentioning level 9, it was clearly the hardest haha
The pixel art could be improved, but they worked fine for this type of game!
https://geckoo1337.itch.io/olc-sokoban
This was really well designed. The collapsing floor mechanic is super simple, but really allows for a lot complexity. Different weight boxes were a great idea. The mechanics were tutorialized really well too - good difficulty curve. I'd say maybe the theme is a bit underutilized and this falls back on regular Sokoban a bit too much (last puzzle, for example). In that sense, level 8 was really good.
Presentation is very simple but effective.
Great job!
@brads-space Thanks, I'm a big fan of the "invisible tutorial", nice to know it worked as intended :)
@magic-mike Yeah, it was supposed to be more focused on the floor-breaking mechanic, but I ended up straying away from it a bit too far when designing the levels.
@geckoo1337 Thanks, good Sokoban game too :)
@pdotjpg Thanks, I had a look at your game, still haven't finished it yet :D I agree the levels underuse the main mechanic, but I blame that on time pressure; the doors and box-pushing were just a lot easier to make levels with xD
Just out of curiosity, was this made in Puzzlescript?