Some thoughts on designing Sokoban levels

Sokoban level Seemingly Hard №10
Seemingly Hard №10, game in progress.
  • There should be exactly as many goals as there are boxes, e.g., if a level has ten boxes, it should also have ten goals for the boxes, not nine, not eleven, not any other number.
  • It is permissible for one or more of the boxes to already be on goals at the beginning of the level (however, it’s not a rule that the solution should require moving those boxes to other goals).
  • From the starting position, it should be possible to move whichever boxes are not on goals into goals. Put another way, the level should have at least one valid solution.
  • And of course there should be a player token, or “pusher,” on the board (seems obvious, but I’ve actually forgotten this one a few times).

Extremely easy levels

Seemingly hard levels

My attempt at frustratingly difficult levels

Next steps

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is a composer and photographer from Detroit, Michigan. He has been working on a Java program to display certain mathematical diagrams.

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Alonso Del Arte

Alonso Del Arte

is a composer and photographer from Detroit, Michigan. He has been working on a Java program to display certain mathematical diagrams.

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