Context: Uber acquired Otto, a company founded by Google Waymo's former CEO, Anthony Levandowski. It quickly got involved in a lawsuit where Google alleged that Lewandowski stole Waymo's self-driving intellectual property. Uber later agreed not to use any Waymo IP and give 0.34% of equity to Google.
https://www.buzzfeednews.com/article/priya/waymo-asks-judge-...
https://jalopnik.com/googles-waymo-and-uber-reach-settlement...
The first time I played I lost patience and gave up on the game because I couldn't figure out what the box on the top was for. I don't know why I reopened it but I'm glad I did. Instructions for what the game is about would be very helpful. I don't have a clue what a sokoban is.
The mechanics can be understood in context, they're simple enough. Kudos on being able to explain so much with simple square symbols.
About difficulty, I was ready to give up on level 9, but came back to it a few times and it worked. The undo button helps a lot. For less patient players, you could add a HINT button to find the first move.
Since the demo is only 20 levels, we're skipping very fast to the next mechanic therefore the game doesn't go by increasing difficulty. For example, level 16 is much harder (it took soooo much time to complete, the symmetry helped) than level 17, 18 and 19. I imagine the future game would focus on a mechanic and make it progressively harder.
Played on mobile and I wish there was a way to mute the game.
I found a bug. Sometimes, the game stops responding to swipe input on Safari iOS 17.3.1 so I need to reload it in a new tab.
Anyway, I had a blast! It's a very addictive game that requires a lot of patience. It'll be hard to wait for the full release. Is there any timeline set for it?
Also I'm curious, how did you guys create the puzzles together? Is someone the puzzle maker and someone the puzzle solver? It reminds me of "engine" John Carmack and "surgeon" John Romero who built the Wolfenstein/Doom/Quake games.