Explorem Ipsum: a "Problem Solving Game" instead of a "Puzzle Game"

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My game is a Sokoban where you get items that change how you can traverse a puzzle. Most of the puzzles are designed around specific items, exploring the mechanical implications of each. But here's the twist: you can keep the items and bring them into puzzles they weren't designed for.

This might allow you "cheese" the puzzles with "unintended" solutions. But that's a good thing! I want you to feel clever, like you pulled a fast one over the puzzle.

I want to give you a problem and some tools to solve it.

It's a very different headspace than "traditional" puzzle design where I'm trying to guide you towards a specific revelation about how the mechanics work.

I also think making the game easier is good for a jam because people are more likely to actually finish it.

You can play it here! https://ldjam.com/events/ludum-dare/57/explorem-ipsum-the-catacombs-of-time