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    This is slick. It’s so difficult to develop intuition around movement and space.

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      Beautiful. Finished the first three levels and gave up in level 4. So good!

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        Oof, nice. Stuck on level 11. Can one pull the boxes as well?

        EDIT: ah, got it without pulling.

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          Does the hyperbolicness actually affect the puzzles at all (vs. just changing the way they look vs a 2d grid?)

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            (Disclaimer: I’m one of the authors of the game)

            Yes, the puzzles are very different, because the grids are intrinsically different. Imagine you have two boxes in a two 2D grid (B for box, . for empty space):

            B.
            B.
            

            If you push them both to the right, you’d get:

            .B
            .B
            

            Constructs like this are used in many classic Sokoban games where you’ll have 2 boxes that are intuitively in each other’s way. But in the {4,5} hyperbolic space we use in the game, it would look like:

            .B
             .
            .B
            

            There’s an empty space between the boxes now! This changes the way you want to design puzzles, since it’s much easier to “break connections” in between boxes, and they don’t get in each other’s way that much. We counteract this by having relatively small maps.

            An even more interesting aspect of the hyperbolicness that affects the puzzles is holonomy. In 2D, you can push a box around like this:

            B. -> .B -> .. -> .. -> B.
            ..    ..    .B    B.    ..
            

            At the end, the box is in the same position as before, and nothing has changed. But on our hyperbolic plane, there’s 5 neighbours, and if we perform a similar move:

            B.. -> .B. -> ..B -> ... -> ... -> B..
            ..     ..     ..     .B     B.     ..
            

            The box will end up in the same position where it started, but it will have rotated! Some of the later puzzles in the game rely on this interesting property.