Sokobond

Sokobond

released on Jul 21, 2014

Sokobond

released on Jul 21, 2014

Sokobond is an elegantly designed puzzle game about chemistry. It's logical, minimalist, and crafted with love and science.


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Focused and minimalist. Fair difficulty curve and a lot of puzzles with nice mechanical evolution. Chemistry theming is nice.

All puzzles completed. Taking the block-shifting premise of traditional Sokoban and giving it a chemistry-themed spin, the objective of Sokobond’s levels is to form molecules from various atoms within a 2D grid. Complexity comes first from each type of atom requiring different numbers of bonds (1 for hydrogen, 2 for oxygen, etc.), then later from additional elements within each level that can add/remove bonds, cause rotation, etc. A little knowledge of chemistry may be helpful here given the familiarity that it brings with the overall concept of covalent chemical bonds, but nothing beyond basic high school level and it’s certainly not required – all the information needed is clearly displayed on screen.

Elegantly designed throughout, the puzzles nonetheless become challenging as they progress, and I’m not ashamed to admit to having resorted to a guide to get through a few – so there’s certainly a hefty challenge here for those who want to test their special visualisation skills!

Um sokoban minimalista que soube brincar muito bem com a ideia de moléculas e ligações químicas para montar as várias mecânicas de gameplay, que são simples porém adaptáveis a vários níveis de dificuldade - tendo fases que te seguram fácil por vários minutos até chegar na solução.

Única coisa a se ficar esperto com ele é que o decorrer do jogo, dependendo de o quanto o jogador gostar de sokoban, pode tanto ser um paraíso, visto a sua quantidade alta de fases (quase 150), quanto o inferno pelo exato mesmo motivo. Até eu, que gosto desse estilo, tava implorando pro jogo acabar logo.

Mas, claro, isso não é uma negativa, afinal em um jogo com uma base tão bem montada e definida como esse, o óbvio que se pode pedir pra melhorar a coisa são mais níveis. Porém, do mesmo jeito que tem quem consegue mandar um X-Tudo inteiro pra dentro, há os que ficam cheios na metade do lanche, sentindo ânsia de mandar o resto e ficam mal por largar ele na metade - e é EXATAMENTE essa sensação que esse jogo pode causar, então fiquem ligados.

I literally started this in january and now it's oct and I finally beat this lol. I got to the last few levels within a couple days then put down and picked up the game til I cleared it. Open Space took quite a long time with The Monster in second. Oh yeah but this was nice, it marks the second draknek game I've been able to clear lol

This is a minimalist, focused, puzzle-solving experience. While I preferred the puzzles that introduced more novel elements, I can also respect Alan Hazelden and Harry Lee's drive to iterate heavily on a small range of elements. That ramped up the difficulty quite a bit, in my experience. That sometimes led to frustration, usually for later puzzles in which it seemed that I had to figure out the best opening and full sequence for a solution. I liked the puzzles that more obviously allowed for multiple paths to a solution better - despite being easier, I had a greater sense of accomplishment in solving them and less of a sense of trial and error. Even so, these puzzles kept me coming back, bit by bit, sometimes with months in between.